Academic Update

October 19, 2008 by Aaron

Due to the craziness of this semester, I haven’t been able to freely blog lately. I have been blogging though. My class “Narration Across Media” requires I maintain an online response journal and post weekly entries on various narratology readings.
I’ve also been in the process of proposing my senior thesis, a fictional Internet-based narrative. Here’s a snippet from my proposal:

Project description
My thesis will explore how a text’s narrative can be expanded and enriched through transmedia storytelling. I will produce a 5 minute video that stands on its own as a short film, but then, on subsequent viewings, becomes a “hypervideo.” That is, a video containing clickable regions which act as hypertexts to various videos, websites, audio files, newspaper articles, scanned documents, and animations, all of which will add depth and story information to the original film.
Right now, I imagine the story will be about a couple attempting to heal their deteriorating relationship by going on vacation in Vermont. Inspired by Annie Hall, my hypervideo will enable the user to sift through flashbacks, flash forwards and the subjective view of the characters to find meaning in the overarching narrative. The extratextual content will weave in and out of the primary narrative, sometimes answering questions and other times posing new ones.

Project rationale
This project reflects my interests in new media storytelling perfectly. I’m fascinated by the possibilities of Internet-based narratives and I enjoy working with digital media software as part of the creative process.
However, I should point out that this hypervideo is not just a different and fun way to experiment with narrative. My objective in this project is to apply the theories of transmedia storytelling to my own work. In light of this, I will maintain my blog (asmith50.wordpress.com) throughout my thesis as a means to analyze the properties of transmedia storytelling, how they relate to my project, and why utilizing them is the best way to tell my particular story. The blog will not only facilitate an academic discussion surrounding my project, but also document the entire process of the hypervideo production.

So there it is. I’m going to be presenting a lot of theory and research on this blog and I would greatly appreciate any suggestions, insights, or random thoughts. I think this will be a great way for me to receive feedback during the project, rather than after its completion. It will be interesting to note the success of blogging on the overall thesis and learning process. I invite any and all readers to contribute along the way. Thanks!

The 39 Clues: The Future of Children’s Stories?

September 5, 2008 by Aaron

Once upon a time, there was only one way for children to dive into worlds of wonder, magic, and fantasy, and that was to read books. The beloved tales of The Lord of the Rings, The Chronicles of Narnia, and The Golden Compass brought hobbits, witches, and dæmons off the page and into millions of children’s imaginations. These popular childhood adventure novels, once intended to be pure literary works, now exist as major multi-platform franchises, and traverse films, videogames, web pages, social networks, fan fiction, mobile content, and merchandise.

In the digital age, our youth has come to expect these kinds of multimedia dimensions out of their favorite books, especially on the Internet, and publishing companies have noticed. On September 9th, Scholastic Media will release The Maze of Bones, the first installment of the highly anticipated “The 39 Clues.”

The series is Scholastic’s follow up to   the mega hit Harry Potter. Except, unlike  Harry Potter, which evolved into a transmedia powerhouse after the books’ rising popularity, The 39 Clues will be a massive multiplatform adventure right from the get-go.  In fact, on Scholastic’s homepage a message appears next to The Maze of Bones, the book of the month. It reads “WARNING: This book could take  over your life!”

Aimed at kids ages 8-12, The 39 Clues will be a 10 book series with a single story arc. It will be released over two years with each book written by a different best selling author. The franchise will be about uncovering the secrets of the most powerful family in the world, the Cahills, of which Benjamin Franklin, Mozart, Napoleon and Houdini are relatives. It all begins when the Cahill clan matriarch, Grace, changes her will five minutes before she dies, giving her descendants the choice between $1 million or a clue. Amy, 14, and Dan, 11, the series protagonists, are two young Cahills who must compete with other branches of the family to uncover the 39 clues and discover the family’s ultimate power.

Here’s an excerpt from Rick Riordan’s The Maze of Bones (you can read the first two chapters online here):

“The children are old enough.  They are our only chance,” Grace said to William, her attorney and closest friend for half her life.  “If they don’t succeed, 500 years of work will have been for nothing.”  And with that final statement, Grace Cahill closed her eyes for the last time.

I’m a little excited about the premise, I think you can tell.

But on Sept 9, when 500,000 prints of The Maze of Bones hit bookstores simultaneously in the U.S., U.K., Australia, New Zealand and Canada, the official online interactive game will launch as well. This multimillion dollar marketing campaign features a contest where kids will follow the clues and hunt for answers. Scholastic promises more than $100,000 in prizes during the duration of the series. And participants who find all 39 clues and uncover the Cahill treasure will compete for the $10,000 grand prize.

To assist kids on this epic scavenger hunt, Scholastic will offer hundreds of collectible game cards as well as websites containing thousands of pages of background information, blogs written by characters in the story, online games, maps, treasure hunts, and numerous geographical and historical videos.  Needless to say, this will be a much different childhood story than Nancy Drew.

Remember when it took decades for the most popular childhood adventure stories to successfully hit the big screen? (Lord of the Rings, Chronicles of Narnia) Over the last decade, technological advances have made it possible to bring classic children’s novels to life with stunning visuals. Now children’s series become film adaptations before anyone has time to finish reading the books.  Sure enough, before The 39 Clues could hit bookstores, Dreamworks acquired the film rights, signing Jeff Nathanson (The Terminal, Catch Me If You Can, Indiana Jones 4) to write the first installment and possibly Steven Spielberg to direct it.

Spielberg told Variety in a statement that The 39 Clues takes “creative leaps to expand the story experience from the pages of the books to multiple stages of discovery and imagination.”

It seems as if the future of children’s publishing is headed towards multiplatform experiences.  And Scholastic isn’t the only company hoping to cash in on the trend. Fourth Story Media has teamed up with HarperCollins to launch the The Amanda Project, an interactive collaborative mystery series targeted at girls ages 12 to 14 and told across a variety of media including books, web sites, social networks, and blogs.  CSI creator Anthony Zuiker has signed a deal with Dutton, a division of Penguin Group (USA), to write “digital novels” in addition to an interactive Web site. And Simon & Schuster will release “Spaceheadz,” a series of books coauthored by Jon Scieszka and Francesco Sedita which also relies heavily on Internet sites.

Sciezka, the National Ambassador of Young People’s Literature, told CNN in this article:

“In the past we’ve made the mistake of demonizing other media, saying all TV is bad, all computers are bad, and all books are good. Kids know that it’s not true; there is great television and there are great games. I just also want to make sure that we don’t forget what’s unique about a book, losing yourself in an extended narrative.”

The question is, does transmedia storytelling encourage children to read books? Rick Riordan thinks so. He’s crafted the narrative in The Maze of Bones to stand on its own while also recognizing that the complimentary game helps to expand the expierence. As a result, Riordan hopes to attract both readers and gamers. As he points out in this New York Times article:

There’s a lot of commonality between what makes a good game and a good book. Whether you’re a gamer or a reader, you want to feel immersed in the story and invested in the action and the characters, and you want to care about the outcome and you want to participate in solving the mystery.

Some kids are always going to prefer games over books. But if you can even reach a few of those kids and give them an experience with a novel that makes them think, ‘Hey, reading can be another way to have an adventure,’ then that’s great. Then I’ve done my job.

Riordan’s comments highlight a fundamental change in the way children engage with fictional universes. Increasingly, children immerse themselves in literary stories not only by mentally constructing how characters and events might look but now also by interacting and participating with them. At times, they are hunters and gatherers in an effort to expand their understanding of the world, other times they are directly contributing to it.  Children have taken a much more involved, community driven role, thanks to the Internet. Without a doubt, transmedia storytelling is revolutionizing children’s imaginations, redefining how they access storyworlds and how they interact with them.

Yet the Huffington Post asks an important question, “can a phenomenon be conceived by a publisher rather than created by the public?” Manufacturing a Harry Potter-type blockbuster is an enormous risk. Although, one could argue that  the 39 Clues is more like a kid’s ARG than a literary series. Each book will come with six collectors’ cards that can be used to find further clues in the online game. Now we don’t know how prominent a role the contest will play in the franchise, but clearly Scholastic assumes their multiplatform approach will be a mega-hit. And if it is, how much of that success will have to do with the gaming and prize components? I mean, even The Maze of Bones’ cover instructs us to “Read the book. Play the game. Win the prizes.” That should almost be followed by “See the movie. Buy the merchandise. Make us rich.”

Is that what it takes to get kids to read? Do children really need a more involved, active experience in their literature, or is that just something publishing houses say in order to make the big bucks?  How has multiplatform entertainment changed the role of the novel? Does it make kids more eager to participate in someone else’s storyworld (the publisher’s) rather than creating their own?

There are many more questions than answers when it comes to The 39 Clues. But I am excited to see how the franchise develops. I will be following the clues, not just in the context of the story, but also in observing how transmedia storytelling affects the children story experience. This could very well be the next Harry Potter, but whether that is decided by the publishers or the fans remains to be seen.

Note:

Just to be clear, Rick Riordan has clarified this on his blog, The 39 Clues has no magical or fantastical elements. It is a realistic adventure, though it holds plenty of mystery and wonder.

Here’s Riordan explaining the series:

New York Times and Web Shows

September 3, 2008 by Aaron

The New York Times has taken an interest in web shows the last few days.

In “Television Keeps a Hand in the Online Game with Serialized Shows,” Mike Hale reviews a number of web series, including Gemini Division and Stephen King’s N.

And in the article “For Web TV, a Handful of Hits but no Formula for Success,” Brian Stelter highlights the challenges for web series while also noting their potential.

These articles come a week after Viriginia Heffernan’s piece in The New York Times Magazine entitled, “Serial Killers,” was blasted by commenters, as well as Tilzy.Tv and NewTeeVee.

For anyone who finds an interesting article on web shows, specifically serials, please do share them.

New Media Narrative and Gemini Division (coming soon…)

August 21, 2008 by Aaron

Last Friday, I was lucky enough to be invited to the Gemini Division preview screening and phone conference with executive producer and creator Brent Friedman. After watching the first two episodes (which are now posted on the website), I got a chance to ask Brent some questions about the show’s narrative structure and aesthetic value. More on that later.

Set five minutes into the future, Gemini Division is the story of Anna Diaz (Rosario Dawson), an NYPD undercover cop, who investigates a global conspiracy involving “simulated soldiers.”(kind of like replicants) These SIMs were created to fight in the Iraq war but then mysteriously went AWOL. The Gemini Division is an agency formed to hunt the renegade soldiers and destroy them…before it’s too late. Meanwhile Anna, after discovering her fiancé was not human, becomes caught in the middle of the war.

It is too soon to tell whether Gemini Division will actually be any good. The first two episodes had their highs – seamless product integration, stylized CGI effects, and of course the stunning Rosario Dawson – but also their lows – the cliché creepy-stalking-stranger and some objectionable acting from Justin Hartley. Gemini Division has been labeled the ultimate test of web video because it boasts all the ingredients for success – big time celebrities, high profile advertisers, and a major studio distributor. As NewTeeVee writes, “if a web show like Gemini Division fails, why bother investing in online video at all?”

Yet whether Gemini makes or breaks web video history will not come down to any of aforementioned ingredients, but something far more essential to the final product – the story. Without a compelling story, there is no breakout hit. And Brent is very conscientious of that.

In my next post, I’d like to focus on the Gemini Division’s narrative construction (it may be too early to do so, but I will update as the season moves forwards). Because web video is very much in experimental form, there is no precedent to follow. As a result, the show is a blend of old media and new media, a mixture of narrative ingredients already proven to be effective and new Internet-based elements yet to be mastered. Gemini Division can thus be seen as an amalgamation of narrative devices from a variety of media, including comics, video games, novels, and TV Shows, all of which allow the show to potentially branch out into any of those platforms. For Gemini Division, the web series could be the perfect incubator for a transmedia franchise. But like I say, it all comes down to story.

I’m going on vacation tomorrow so I won’t be able to return to this post for a little while. (Consider this the teaser trailer) Until then, if you want more info on Gemini Division, head over to Prime Time For Change, where Tim provides a nice summary of what went on in the Q&A with Brent.

On a completely different topic, I plan on blogging about this article from the Boston Globe, which I found quite interesting. Bye for now!

Hollywood and Web Video Follow Up

August 13, 2008 by Aaron

Soon after blogging about Hollyood’s potential to have a strong, profitable relationship with web video, I came across Beet TV, a video blog by Andy Plesser. Plesser posts interviews with media executives and clips from various conferences, focusing on the “rapid emergence of online video and its impact on industry and society.” As I browsed through the site, I found many videos which related to my previous arguments.

In the post “Creative Producers will Grab Advertisers with Original Sponsored Videos“, Saul Berman, strategy partner of IBM, discusses a few of the issues surrounding web video monetization. At one point he mentions IBM’s global CEO study, which found that outperforming CEOs have a knack for “disrupting the market before someone else disrupts it for them.” Now, a growing trend in the digital age is that consumers are expecting higher quality content on the web, in terms of production value and level of engagement. That is exactly why I argue Hollywood needs to be more aggressive in the web video marketplace. While the studios have begun experimenting with digital media creatively and economically, in general, they have yet to effectively distinguish their content as superior online entertainment. Here’s the interview:

Berman also talks about a product placement business model, which has become increasingly viable. I’m going to take a look at this in more detail as Gemini Division unfolds, but it seems like a popular approach for producers, advertisers, and consumers, as long as the brand is subtly integrated within the story as a realistic element, not a distraction. Jigar Thakarar of CBS Interactive sees this brand integration as a much more profitable business strategy than offering pre and post roll ads. Here’s his interview from “CBS Sees Sponsored Web Video Programming as Viable Model“:

Because viral videos don’t carry advertisements as they travel through YouTube and other video hosting sites, I can see why product integration would be a practical solution. But it will be interesting to monitor exactly how producers handle a brand’s identity within the context of a story. Will the narrative, mise en scene, and characters always be faithful to the integrity of the show, or will they be heavily adjusted and obscured to land sponsorship? Ultimately, it comes down to finding a balance, but I still wonder if both parties will always be open enough to compromise.

As far as the consumers go, on the one hand nobody wants to feel as though a studio’s production is an excuse to advertise. That perception ruins all credibility. But on the other hand, young adults (ages 18-34) have become trained to avoid and ignore brand messages. So often the best way to reach them is through highly innovative, seamless product placements, allowing a brand to be more easily absorbed. It’s just another example of convergence – branded content and unbranded content merging together. And hopefully, when done correctly, everyone involved will win.

Another interview comes from the Dmitry Shapiro, co-founder of the Internet TV site, veoh.com. Shapiro argues that the future of television is in fact Internet TV. Using veoh as a “virtual digital video recorder,” viewers can consume Internet TV as they do broadcast TV, sitting back on the couch eating potato chips. Take a look:

Shapiro contends that users can get the same experience from Internet TV as they do with broadcast TV. However, unlike TV programs, web shows typically do not enable viewers to sit back, relax, and watch. They are designed to be seen on the fly, as a daily installment. But what if they were both? If there is one complaint I had with Afterworld, it’s that I was not able to plow through the episodes quickly and easily, since every 3 minutes I had to select the next video. Given the show’s twists and turns, I wanted the option of getting comfortable and sinking into the story. It may sound ridiculously lazy, but returning to my computer so often detracted from my suspension of disbelief and the overall immersive experience. (Not to mention the annoyance of hearing, “My name is Russel Shoemaker, I sold technology to the world..” for 130 episodes.)

Web shows do need to be short in length, no doubt about that. For many people, after about four minutes, streaming quality diminishes and their attention dwindles. But I’m a viewer who wants to watch the story as a “couch potato.” That’s why I think it’d be useful to fuse 10 episodes or so together in a half an hour format so that I can have more options: watch it on the go or on the couch. In this way, web shows could function as a medium independent of TV (in terms of style, format, and distribution) but also function, courtesy of Shapiro’s veoh application, as an extension of TV, as Internet TV.

To date, there has not been a breakout mega hit in original web programming. Web content still only appeals to fragmented audiences and studio executives still worry web content will cannibalize their audiences and revenue. Perhaps those problems will be mitigated when more consumers watch Internet video on their 42 inch flat screen TV in addition to their iPods. The bottom line is this though: Hollywood should not be complacent and wait for the future – they must disrupt it before someone else disrupts it for them.

Hollywood’s Web Shows: The Future of Television?

August 9, 2008 by Aaron

I have argued before that the television industry would benefit from transforming its business model to enhance consumer engagement and adapt to new technologies. That is not to say that broadcast TV is in danger of disappearing (in fact a May 2008 Nielsen Report pdf found Americans are watching more traditional TV than ever) but DVRs, digital cable, and online video all make it increasingly difficult for networks to secure consistent viewers and advertisers. As a result, pilots, even beloved shows, either produce immediate results or face extinction. The system has become so reliant on statistics that a show whose viewership falls below 93% of its networks’ average viewers will be flat out NEXTed. (source: tvbythenumbers.com)

Wait a second. What about the people watching the show on DVD, on the Internet, or on mobile devices? How are they accounted for? And, if you’re like me, you don’t want to invest in a show when you know it’s likely to be abandoned without warning. But it is the nature of the business that a series won’t survive without the initial ratings. It’s a vicious cycle and breaking it would mean one of two things. Either audiences gain enough trust in the networks to risk their time and energy to invest in a new series, or the networks trust the audiences to improve the ratings of a show even after a poor start.

What we have here is what smart people call a Hegelian dialectic, the idea that the tension between two opposing forces is resolved through a synthesis. In this case, the tension between the networks’ old consumption expectations and the viewers’ new consumption habits has resulted in a new Hollywood experiment: web shows.

Read the rest of this entry »

The Dark Knight: Transmedia Brilliance Part 3

August 1, 2008 by Aaron

The Dark Knight ARG took just over two months to return after Heath Ledger’s death. When it did, perhaps as a response, the game shifted dramatically from the Joker and his pranksters to Harvey Dent’s political campaign.

In March, Ibelieveinharveydent.com was updated so players could submit contact information. And again, the game did not slouch on realism. Harvey Dent’s page resembled a politician’s homepage in every way: detailed descriptions of why to vote Harvey, his trademark slogan “take back the city,” downloadable campaign materials, a road map of the Dentmobile, a van that toured the county and held rallies (much to the chagrin of the actual police), hundreds of photos of Harvey Dent and his supporters, and dozens of videos promoting the Dent campaign.

Hear Harvey Dent introduce his campaign:

Watch the Harvey Dent campaign team:

As Dent’s campaign expanded, so too did his opposition. The site Concerned Citizens for a Better Gotham attacked Dent as arresting innocent officers to gain media publicity. The site sent members of ibelievinharverydent.com a half-burned Dent campaign button in the mail. (furthering the allusion to two-face).

Later in March, through more issues of The Gotham Times, new websites emerged: Danaworthington.com (Dent’s competitor), Trustgarcetti.com (the incumbent DA) Maidenavenuereport.com, JosephCandoloro.com, Citizensforbatman.org, Rossisdelicatessen.com, and Gothamcablenews.com.

It wasn’t until April Fool’s Day when the Joker would make his full return. Owners of the Joker cell phones descrambled a secret letter, which brought them to a new scavenger hunt on Clowntravelagency.com. The hunt called for players to go to bowling alleys around the country and collect green and purple bowling balls.

See the news report: (warning…worst lead-in EVER)

The Joker then directed his followers to Acmesecuritysystems.com/delos. However, the site turned out to be a police set up. Once the player submitted his/her information, James Gordon busted them:


James Gordon then sent the player an email which launched Operation Slipknot. The mission: work for the Gotham Police Major Crimes Unit and hunt down the corrupt cops (who also organized the ConcernedCitizensforaBetterGotham website). Players called The Gotham Hotel and re-routed packages intended for the cops. As a result, 27 of the 30 officers were arrested. Gordon rewarded the players with a personal phone call.

The Joker, not to be out done, sent an email to his mailing list to not worry about Gordon. He also distributed a new whysoserious link displaying Jokerized political figures. Then through more scavenger hunts in major cities, players unlocked the new movie poster, the second theatrical trailer, and the Jokerized film reel.

At this point in the game there were three story lines running. Harvey Dent’s campaign, supporting Dent in his run for DA; Gordon’s Operation Slip Knot, following intel and various clues to catch the remaining criminals, and the Joker’s campaign of chaos, helping the Joker terrorize the city. Here the ARG really took off and it is impossible for me to go through it all but here are the major happenings:
-Players found a Citizens for Batman Underground forum within a Gotham Pizza website. The forum members discussed becoming vigilantes themselves. The pizza website contained a hidden link to Whysoserious.com/Myhero, containing a first glimpse of Two-Face.

-The Gotham Cable News launched the show Gotham Tonight, which asked people to submit photos or videos of Batman. Later, these submissions were posted on the show. Gotham Tonight ran for six episodes.
-In early July, Joker cell phone owners went to another whysoserious site. A game of “operator” between the cell phone owners began, with one player calling another with a code word, that player calling another player, and so on. When the puzzle was finally solved, the new poster for the Dark Knight was revealed.

Through the information on a variety of sites, participants then decoded the organization of an event on July 8th in Chicago and New York City. Sure enough, on that day, the bat-symbol appeared on the Sears Tower and the Woolworth Building:

Web users were able to see it through live-streamed video. Two days later, Joker cell phone owners were pointed to a word puzzle. Beating the puzzle depicted a bomb, which days later, exploded on the Internet, Jokerizing every website in the game. Even the bat signal was not spared:


Finally on July 14th, Joker cell phone owners were rewarded for their participation with free tickets to the Dark Knight film. For other players, the final episode of Gotham Tonight led directly up to the movie’s explosive beginning as Harvey Dent (Aaron Eckhert himself) discovers on live TV about a bank robbery. And. here. we. go!

As I have said before, part of the reason for the Dark Knight’s success was its meticulous attention to detail and dedication to realism. Exploring the ARG’s videos, websites, and storyline all confirm that hypothesis. People were completely immersed in Gotham because it meshed so seamlessly with the real world. For a movie that prides itself on its grittiness and moral complexity, the game supplemented it perfectly.The Dark Knight was certainly a powerful, authentic experience, but does it hold up as successful transmedia storytelling? Let’s return to Chapter 2.

1.) The domination of mainstream media outlets by corporate conglomerates makes maintaining a crossover market relatively easy. I counted this statement as a potential advantage although I recognize this process only works in theory, not in practice. Time Warner utilized its control over the mainstream media to promote the movie across multiple platforms. From the cell phones to the branded widget to the HBO special, The Dark Knight took center stage. Promotional partnerships with Dominoes, Kmart, General Mills, Got Milk, Comcast, Xbox, and MySpace also added to the publicity. Even the media seemed to be part of the campaign as they ran story after story: Can Batman live up to the hype? Is Heath Ledger’s performance career defining? Is this the best superhero movie ever? Apparently, if a news headline is in question form, it’s news, not advertising. But that’s for another blog post.

In the midst of all the mainstream hype, the ARG provided an alleviating alternative. Fans were able to actively participate in the marketing campaign, instead of passively consuming its branded content, and Warner Bros. profited immensely as a result. Hopefully, other major blockbusters with existing fan bases will learn from the Dark Knight and balance their overwhelming promotions with original, engaging experiences.

2.) Transmedia stories cater to fragmented audiences, increasing the chance advertisers will reach their target consumer.
Comcast, for example, acted as the creator/distributor of Gotham Cable News and Gotham Tonight. Advertisements on these sites read “GBC: A Comcast Network.” The Gotham Tonight episodes, chronicling the campaign of Harvey Dent, were available online and broadcasted to Comcast subscribers’ TVs. Thus, the Internet service company was able to advertise within the diegesis of the story. Comcast not only presented itself in a non intrusive manner, it actually enhanced the fictional world by adding its brand. In addition, players (who spend a lot of time on the Internet and TV) may even begin to associate Comcast with Batman.

3.) Transmedia stories offers different entry points, expanding the potential market. As I will continue to emphasize, transmedia storytelling is the process of world building. Consumers have entered the Batman universe through many different platforms – the TV show, comics, movies, merchandise, and now the ARG.

A successful transmedia story is a delicate process of asking questions, providing answers, and then asking questions again. One transmedia text I have not covered yet was the animated movie that came out before the Dark Knight.

The Batman: Gotham Knight anthology went directly to DVD and featured six animated shorts. These stories occur between the events of Batman Begins and The Dark Knight. Unlike the Animatrix however, the DVD was not required viewing in order to understand the movie; instead, it added depth by providing back stories and new characters. I have not seen the shorts so I can’t comment on how canon they are, but seeing as how they are PG-13 for bloody violence and injury, I suspect they fall in line nicely with the gritty films.
Additionally, the animated shorts were well received. One fan wrote on the World’s Finest Online:

“The writing found in Gotham Knight is some of the sharpest and darkest pieces to come out of the Batman world. On top of the writing is some of the most visually stunning animation that you’ll likely ever see the Batman character take part in.”

Watch the trailer for Gotham Knight:

Clearly the beauty of the Batman franchise is that a consumer can enter through whichever platform they prefer. The anime fan can watch the Gotham Knight. The ARG player can play the Dark Knight. And of course, the film buff can see the movie. When these people become intrigued by the story, they are more willing to seek out other transmedia texts and increase their emotional and financial investment in the franchise.

4.) Expanding platform for content also brings in a larger global audience. Unknown. I don’t know how many people followed the ARG overseas but I do know that the movie cashed in 128 million worldwide so far.
5.) Transmedia storytelling facilitates collective intelligence and enhances fan involvement. Here’s where the Dark Knight shines. I hope it has been clear how involved fans were in the Batman universe. The ARG was the perfect way to facilitate active engagement. But beyond a meaningful interactive experience, players saw the story from the ARG correspond with the movie beautifully. Their discoveries from the game were not wasted, not part of some marketing ploy, but interconnected with the film. The ARG wiki highlights all the intertextual references here. Although the Dark Knight film was the primary point of interest, the ARG and the DVD acted as jigsaw pieces to the same puzzle. For niche audiences, each text made a distinct and valuable contribution to the world of Batman. For mass audiences, each text stood on its own. Here we have the perfect balance between casual and loyal fans; Jenkins’ transmedia storytelling at its best — and box office records as a result.

P.S. As a side note, it has been interesting to follow the reactions to this op-ed in the Wall Street Journal:

\Film

Thompson on Hollywood

Huffington Post

The Dark Knight: Transmedia Brilliance Part 2

July 29, 2008 by Aaron

In early October 2007, the WhySoSerious webpage contained merely a jack-o-lantern with a candle inside of it. The left side of the pumpkin appeared to be slowly rotting away with every day. (early allusion to Two-Face).

Finally, on Halloween, the pumpkin page transformed into a puzzle page and the Dark Knight ARG was officially underway.

On the page, there was a letter from the Joker instructing the players to take a picture of alphabetical letters at 49 different locations and send them in.

As I looked through the 49 clues, two things jumped out at me about the game – its massive scale and its complexity. The clues were scattered amongst almost every major US city, from Boston to Seattle. They were not obvious. For example, one for Detroit read: “Stand under the People Mover at Library & Farmer, and look away! Look away! Look away! From pup-petland.” Somehow, people found the Letter Y out of that. Clearly, a huge amount of coordination had to go into organizing this. And as the game continued, its extensive design became all the more apparent.

The 49 letters compiled to form the message:

After the code was cracked, the site displayed a photo from the film and a short audio clip. This kind of collective intelligence brings a new component to “gaming” in ARGs. No one fan could have traveled the country and found all the clues; the only way to continue the game was to work together. This fascinates me. Most games set in real-time either involve competition (Halo, Madden) or fantasy (Second Life, WOW). But players in ARGs don’t usually compete against each other, and they don’t play through an avatar. Instead, such games are driven by the challenge of puzzles, the collaboration necessary to solve them, and the reward of story information.

Jason Mittell and Jonathan Gray, in their essay Speculation on Spoilers: Lost Fandom, Narrative Consumption and Rethinking Textuality,‘ highlight the spoiler fans’ need to “to take control of their emotional responses and pleasures of anticipation, creating suspense on [their] own terms rather than the creators.’” The same may be said for the motivation behind playing The Dark Knight. Batman has been a long-standing and beloved franchise. The world of Gotham does not belong to Christopher Nolan and it certainly does not belong to Warner Brothers. It belongs solely and completely to the fans.

In an era where Geek properties are consistently being converted into mainstream ones (Superhero movies, Enterprise, LOST, Heroes), loyal fans require a sense of value and appreciation. For it is their love and dedication which sustain a franchise and it give it meaning. And that is exactly why such fans deserve more respect than to have the mainstream media not only tell them what to be excited about, but to tell them in the same fashion as they tell every other moviegoer. Thus, the Dark Knight ARG can be seen as one intricate spoiler. Participants of the game were able to look at all movie posters, trailers, photos, and movie clips before anyone else. Yes, this was partly to market the movie, but it was also to market it in such way which made it the fans’ movie. The ARG represents a shift in power from the commerciality of Batman to the originality with which the fans love. It is the loyal fans who built the world of Gotham, and through the ARG, they were able to engage with it on their own the terms.

To give you an idea of just how many fans were participating in this game, take a look at RorysDeathKiss.com. When the Joker asked people to take photographs of themselves in clown makeup by major national landmarks, hundreds of people uploaded their submissions. In return, they obtained…well…the Joker’s email address. That’s right: humanresources@whysoserious.com. Imagine the Joker checking his email. Maybe even updating his Facebook page.

In all seriousness however, the Joker never broke out of character. Players had to complete a personality test and an aptitude test before they could work for him. They had to solve online puzzles and prove themselves. After all this, the fact that the Joker had an email address was completely plausible. If you’re a super villain, you have to stay connected to your cronies nationwide somehow, right?

The Joker even tested his hard core fans by launching a real life carnival themed scavenger hunt. He placed packages at 22 different addresses around the country. Players who solved the clues and reached the packages first received a cake with a Joker cell phone inside.

Calling a number then got them free IMAX movie tickets to see the Dark Knight’s opening 5 minutes before IMAX screenings of I Am Legend. As I’ve said before, whether it’s free movie tickets or interacting with the Joker over email, the Dark Knight ARG recognized the importance of giving back to its hard core fans. And the fans gave back to franchise, telling their friends about their discoveries and hyping the movie.

The ARGs second set of clues came through The Gotham Times, (which was sent to all the RoryDeathKiss participants). Examining the fictional newspaper led to a plethora of websites, which either furthered the stories in the Times through puzzles and clues or provided backstory on Harvey Dent, Batman, and Gotham City in their efforts to clean up the city. I will not go into detail for each website since the Dark Knight ARG wiki does a fantastic job of that already. Here are a few of them:

Some of the highlights within these sites:

-A GPD wiretap operation headed by Gotham Internal Affairs at Betty’s House of Pies was streamed live at Gpdiad.com at 3 PM EST. The clip depicts the GPD internal affair dept officers arresting two corrupt cops who fled the scene of a murder.
-Players who submitted a phone number to Wearetheanswer.org received threatening calls from the corrupt cops on their Joker phones.
-One clever clue in the Hahahatimes had a link which provided a number of escape routes. When all the escape routes were plugged together they formed the message “Out of Time,” leading to a site where the Joker congratulates the player and posts the next clue on the corpse of a character from the newspaper.

Escape Route Clues

Escape route with all coordinates. Led to website: Whysoserious.com/Outoftime

- When one player studied a printed movie poster for the Dark Knight, they found the phrase “atasteforthetheatrical.” Players added .com to the phrase and got the first look at the film’s theatrical trailer.

Look carefully at the very bottom

At the end of 2007, the game’s activity exploded. Unfiction (the ARG forum) boasted hundreds of threads and tens of thousands of views as people worked together to summarize the plot, post their findings, and discuss the mysteries. Every clue was scrutinized, every phone call analyzed. But on January 22nd, the death of Heath Ledger brought the game to a screeching halt. How would the ARG respond to this tragedy when the Joker had played such a central role in the narrative and gameplay?

(all images courtesy of the Dark Knight Wiki)

The Dark Knight: Transmedia Brilliance Part 1

July 27, 2008 by Aaron

I’m sure you’ve heard the statistics by now. Christopher Nolan’s The Dark Knight poured in a record 155 million domestically opening weekend. It is now poised to reach the 300 million dollar benchmark after just 10 days. And some think it will overthrow Titanic as the highest grossing movie ever. It is indeed an incredible masterpiece. The stunning special effects, action-packed sequences, epic music, thrilling twists and turns, and of course a chilling performance from Heath Ledger all contributed to this powerful superhero movie. Not to mention the film’s critical acclaim, receiving a whopping 95% on Rotten Tomatoes. While of these factors certainly created a “surround sound effect,” where hype for a movie comes at you in all directions, I’d like to examine another element driving the film’s success – its dedication to realism through extratextual content. (Before I go any further, I must warn you, unlike this Rolling Stones critic in his inconsiderate review of the movie, I will draw on spoilers in my analysis…read at your own risk.)

As the Dark Knight got closer to its release date, Warner Bros. launched a “let’s give them everything we got” marketing campaign. There would be cool posters, exciting trailers, batman and Joker Peanut Butter Cups, partnerships with Dominoes, Got Milk, Comcast, Verizon, Kmart, General Mills (to name a few), and even a complete takeover of the mySpace homepage. All of these traditional forms of advertising certainly got people, and the media, buzzing.

But over a year before any of this, Warner Bros. collaborated with 42 Entertainment to launch an ARG (alternate reality game), so extensive, so compelling, that it made viral marketing efforts from Cloverfield and The Blair Witch Project look like child’s play. Chris Thilk of Movie Marketing Madness, points out why the studio pushed an intricate online viral campaign in addition to it’s usual ‘branding barrage:’

“This separation is important since the two components are appealing to, if not drastically, at least partially different audiences. [Through the ARG] Online Warner Bros. has been able to activate a serious core of fans and Batman/comic enthusiasts who have reveled in being part of Joker’s army or in finding out what they need to do as part of the Gotham PD’s task force. But offline there is the larger movie-going audience that needs to be appealed to. So the elements that are crossing media need to not just be geared for audience that has “found” them through unlocking clues, but which sees them as part of the larger media landscape they live in.”

What Thilk is describing here is the movie’s remarkable ability to appeal to the casual fans and mass audience, who do not seek out online scavenger hunts but embrace the coolness of the trailer or the movie poster, as well as the enthusiastic fans, who may actively ignore traditional forms of advertising but revel in engaging, original content instead. And The Dark Knight’s ARG (check out the wiki) did not disappoint the latter.

It started on May 11, 2007 with the release of the official Dark Knight website. A week later, clicking on the bat symbol brought a user to the Harvey Dent campaign website which simply contained Aaron Eckart’s picture and the slogan, “I believe in Harvey Dent.”

Meanwhile, a comic book employee reported that defaced Joker cards appeared in his shop with “I believe in Harvey Dent too! Hahahah!” stamped all over them.

Sure enough, when users went to ibelieveinharverydenttoo.com, they found a Jokerized Harvey Dent.

Participants typed in their email address and they received their first exposure to Heath Ledger’s Joker.

So after only a week, fans realized a recurring pattern: As Thilk writes,

“Put up a mysterious site, promise something in return for enough participation, deliver on that promise and then shut things down with the message that there’s more to come. Across this online effort the reward is, more often than not, a piece of the movie’s traditional marketing campaign, be it a poster or a trailer or something like that. This puts the audience in a position of power – Getting a look at a new trailer or whatever becomes dependent on their activity or at least their alertness. They *need* to participate or the goodies will go away. At least that’s the perception that’s created through such efforts.”

This sort of interactivity is not only the essence of viral marketing; it’s also the heart of transmedia storytelling. When a studio provides mysteries and answers through cross media platforms, fans essentially become willing participants in marketing the movie. They embark on a puzzle solving quest, craving more information and comparing notes with each other to heighten the experience of the story world. The question remains however, are such fans participating in this hunting and gathering adventure on their own terms, or are they just puppets who are carefully guided through a pre-determined story for advertising purposes?

Anyway back to the Dark Knight ARG. At last year’s Comic Con, the Joker bdistributed “Jokerized” one dollar bills pointing people to WhySoSerious.com, a fgJoker costume website which told users to go to a certain location at a certain time. Hundreds of people followed the instructions. After the crowd assembled, a phone number appeared:


Those who called the number overheard a hostage message, solidifying the player as part of Joker’s crew and initiating the scavenger hunt. The San Diego participants collaborated with friends online, who would import the clues to the WhySoSerious website. In return, the ‘ground team’ received Joker masks and the online players got a first look at the teaser trailer for the movie.

Here in the second phase of the ARG, we see a level of immersion building. Fans joined Joker’s army with delight and they were even able to show friends their picture on the Rent-a-clown website, a clown rental company featuring the players from the whysoserious game. What was particularly exciting for players in this phase was that they were able to immerse themselves in the world of Gotham by working for the villain, a role not only much more realistic in the context of Gotham (Batman works alone) but also more fun as well.

In retrospect, the focus around the Joker in the ARG fit the movie quite well. The Joker is so manipulative and conniving that in some ways, he has instilled chaos into real people. Players will do anything for answers (in this case information about the movie) and the Joker seems to exploit this within the ARG by sending participants around to solve complex puzzles, make phone calls, and go on real life scavenger hunts. In this way, the Joker demonstrates his power and his psychotic tendencies; he has complete control over the players and the game. (it’s all part of the plan)

It all makes for an immersive experience. But the blurring between reality and fiction has all kinds of moral and legal implications as well: do all of the players really know it’s all a game? Would they be tempted to break the law in honor of Joker’s “live in a world without rules” philosophy? As I examine the ARG further, you’ll see just how far players were willing to go.

to be continued…

P.S. Speaking of blurring lines between reality and fiction, could the ARG have had something to do with this recent incident?

A Step in the Right Direction

July 25, 2008 by Aaron

Props to the MPAA. I was glad to read this article from Variety today, in which the Motion Picture Association of America is developing a one-stop website providing links to “purchasing theatrical tickets, buying or renting the DVD and legally downloading the pic.” This much needed Hub of everything movies gives a response to piraters who say, “I don’t know the difference between legal and illegal downloading sites” or “where else can I get online movies.” I hope the site will incorporate IMDB features, where users can rate, comment, and discuss each movie. It would also be a great asset for the site to link to related content in other media (the videogame, comic, novel) and related merchandise (I want my Wall-E stuffed…”robot?”!)

In addition to the MPAA’s site, Sony announced that they will be releasing their movies on their own distribution service BEFORE they are available on DVD. Good move from Sony, staying ahead in the game. All of this sounds very promising. Legitimizing digital distribution is a necessary adjustment in the digital age. The MPAA’s new site represents a shift from aiming to prevent online downloading and preserve their old business model, to respecting new consumers and striving to meet their needs. Instead of fighting our convergence culture, they are starting to embrace it. The movie business may not be headed down the same path as the music industry after all…