Halo and the Structures of Transmediation

             Transmediation is a technique that uses multiple forms of media, known as platforms, as a way to tell a unified storyline. This is a technique typically executed through new media. Transmedia is composed of several essential structures that serve to define it. The Halo Canon uses transmediation as a way to build the Halo universe. A canon is a collection of texts that are produced by one author and recognized as genuinely that authors vision. World building is something the creators of Halo have heavily used in order to let fans dive into the halo universe head on. World building is when an author releases stories through different medias in order to explain and create a complete story for fans to consume. The Halo Canon feeds off this particular structure. Bungie and Microsoft, Halo’s creators, have released several books alongside the primary texts. (video games) They did this in order to open fans to more storyline between games, as well as introduce more characters and places within the fictional space.Image


The cover even says, “The official prequel to the award-winning Xbox game!”. The books while serving the purpose of world building also simultaneously serve as contributors to additive comprehension. Additive comprehension is another transmedia technique where a text serves as a addition to the understanding of the narrative. This particular book serves as a prequel to the first Halo game which is the original text, thus enhancing the original narrative, Halo: Combat Evolved. Henry Jenkins attempts to define several of the characteristics of transmedia storytelling in his blog titled, “Transmedia Storytelling 101”. He defines additive comprehension in the same fashion and comments on the necessity of the function that additive story telling serves. The Halo creators have brilliantly created additive comprehension even within their video game series which is considered the primary texts in the canon. An example of this is the 5th video game installment, Halo 3 ODST. ImageImage

This game served to tell more events that occurred during the game Halo 3 but through a different perspective. This game was released two years after the first Halo 3 game was released. A brilliant move by Microsoft in my opinion. The Halo franchise is a perfect example of relatively small scale transmedia storytelling. This is one of the many reasons why thousands of people and I love the Halo canon.






Manchester City F.C.

Wikipedia, according to Henry Jenkins, is a tangible representation of the New Media principle, Collective Intelligence. I found an article on Wikipedia.org about the Manchester City Football Club. (M.C.F.C.) From the article’s creation in January of 2003, to its most recent edit, the 12th of February 2014, it has accumulated  6,895 total revisions. 71.23 percent of these revisions were users, and 28.77% were just IPs.


This article is a fantastic example of collective intelligence in Wikipedia as well as our culture. One Editor by the pseudonym ‘Oldelpaso’ made 582 edits on this article alone. This user seems to have credibility as he only edits football articles as well as witnessed Manchester City F.C. take the premier league Championship in 2012. This user is also been a wiki editor since February of 2005. Other large editors of this page share a similar story. The article’s credibility is also justified by the fact that its editing is now semi restricted. I find the article to be well laid out when it chronologically displays the history of the club. Manchester City F.C. historically has only been a successful club the last few years. They won the 2012 Barclay’s Premier League title as the article chronicles. My knowledge of the club does not exceed what is presented in this document, however, everything I do know about M.C.F.C. is correctly depicted in this article.

Jenkins suggests that participatory culture becomes collective intelligence in his blog post, What Wikipedia Can Teach Us About the New Media Literacies. In Wikipedia articles like this one, the term “scholarly article” doesn’t exactly fit as how FMS 110 and Jenkins define it. However, M.C.F.C. has a huge fan base and this articles credibility to being collective intelligence comes from the fan base’s collective knowledge. Fans tend to be crazy about their teams, especially in the premier league in England.

I find that the article provides extensive knowledge and towards the club and its history. It has been edited by two thousand three hundred seven users. fifty-four and a half percent of these edits come from the top ten percent of active users. Jenkins would find that this article qualifies as relevant to new media studies. Increasing reliance on Wikipedia can be dangerous but only if the articles used are scholarly as it has been defined. Here is a better example of how communities of people can use Wikipedia to put their passion into the palms of anyone interested or curious about the subject matter.

Jenkins, Henry. “WHAT WIKIPEDIA CAN TEACH US ABOUT THE NEW MEDIA LITERACIES (PART TWO).” Web log post. Confessions of an AcaFan. N.p., 27 June 2007. Web. 13 Feb. 2014.


“Manchester City F.C.” Wikipedia. Wikimedia Foundation, 12 February 2014. Web. 13 February 2014.


“Manchester City F.C. – Article revision statistics” Wikipedia. Wikimedia Foundation, 12 February 2014. Web. 13 February 2014.


Video Games, The Generations.

Video Games Meme

Video games, as they pertains to old/new media, have been something that has separated the generations born before and after the invention of video games. I don’t know of someone who was born before the video game age that is perfectly proficient in playing video games. That logic is flawed as it is a sweeping statement, however, I do believe there is a divide. To illustrate an example, my parents have never played a video game with the exception of old Atari Inc. games like Pong. That does not mean that my parents think that I am wasting my time as the article clearly expresses. My parents don’t necessarily always approve but that is part of the generational divide that the article backs up. The article supports its claim by polls conducted by AOL games. It provides statistics on how many adults play video games and the demographic of adult’s that actually do. The article doesn’t supply when that divide took place and who those culturally divided age groups are. This I hypothesize is centrally because it is a subjective argument. The generational “line of divide” is not necessarily a literal line. The article however focuses on parents and children where the age group differences are much more extreme. My guess is that the divide took place a little before the period of the mid eighties to early nineties when the popularity and market share of video games rose sharply. The only ethos I have to that claim is that I am apart of the “newer generation” and a recreational gamer myself. The new technology of video games introduced a fundamental difference into the media world, this was interactivity. (Also known as modularity to paraphrase Lev Manovich) Interactivity seems to be the thing that separates old and new according to most media scholars. It also seems to separate the parents and the children too. The parental generation watches television so it can’t be that factor. it can’t be the vehicle (console, PC, etc.) either so it must be the ability to control your characters fate. I find that very fascinating actually because it is a basic aspect of video games and a strong dividing line of the old/new medias.

Fram, Alan; Tompson, Trevor. “Poll Shows a Generational Divide Over Video Games.” Boston.com. 14 November 2007. Web. 28 January 2014.