FMS Group #2 Transmedia

Harry Potter has long been considered a classic novel because of its unique blend of mystery, action, and its dramatic storyline. Along with its success as a novel, Harry Potter also presents its audience with different types of media stretching across digital cinema, video games, action figures, and all sorts of merchandise making it a perfect example to the concept known as transmedia storytelling. Transmedia storytelling is “the technique of telling a single story or story experience across multiple platforms using current digital technologies while also expanding on the overall understanding of the content of the story.” -Jenkins, Henry

In Henry Jenkins’ article transmedia storytelling 101 he states that, “Transmedia storytelling represents a process where integral elements of a fiction get dispersed systemically across multiple delivery channels for the purpose of creating a unified and coordinated entertainment experience.” When it came to the attention of J.K. Rowling the author of the Harry Potter series that her novel series was beginning to gain popularity she began to release more than just continuations of the novel she was writing. When Harry Potter was released as a film, the already successful series gained mass worldwide popularity and created a fan base that is still alive and thriving today. However, many fans make the claim that reading the novels and watching the movies are two totally different experiences.

Some may argue that the different forms of media in the Harry Potter series does not add to the storyline in anyway because the forms of media including the movies and video games are just adaptations. But this is not the case. Since Harry Potter began as a novel, most of its in-depth content lies within the novels that J.K. Rowling wrote. If you were to read the novels before viewing other media (ie. the cinema movies or video games), you would have the notation that they contribute little to none when it comes to storytelling. Although this is true it is also important to take into account that many people choose to watch the movies and then read the novels. This is very interesting because for these viewers, the book would add a lot of new points of view, as the films do not articulate all of what the novel originally portrays in the series.

Our group plans to research and articulate how even after all these years Harry Potter is still using aspects of transmedia storytelling through the new media adaptations that JK Rowling still continues to create. Such as the new extension trilogy entitled Fantastic Beasts, her adaption of pottermore which allows fans to integrate themselves into the world of harry potter, and the fan base that still continues to grow through aspects such as social media almost daily. We plan to carry out our research by creating a mash up video highlighting all the different media aspects of harry potter ranging from reaction videos, movies, and social media interpretations.

Here is an example is what our final project might look like but with a mix of social media,pottermore videos,movie and video game clips.

 

Blog Post #3: Street Fighter Transmedia Extension

Street Fighter has long been considered a historical classic when it comes to fighting games because of its unique mix of style, strategy, and it’s challenging fast paced battle system. Along with its popularity as a video game Street Fighter also presents its audience with media stretching across animated series, Live-action movies, and comics making it no stranger to the concept known as Transmedia Storytelling. Transmedia storytelling is the technique of telling a single story or story experience across multiple platforms using current digital technologies while also expanding on the overall understanding of the content of the story(Jenkins).

In Henry Jenkins article transmedia storytelling 101 he states that, “Transmedia storytelling represents a process where integral elements of a fiction get dispersed systemically across multiple delivery channels for the purpose of creating a unified and coordinated entertainment experience(jenkins). When the developer of Street Fighter Capcom saw that their product was not only exceeding their expectation in revenue but also gaining popularity across the world they did more than just release sequels to the games they were developing. Capcom released the live action movie simply titled Street Fighter made the series even more popular than it already was and gave its audience a different perspective when viewing the series as a whole through a brand new story but with the same characters that were featured in the video game series.

Another reason for expanding Street Fighter to other forms of media is because it exposes different audiences to the content. Henry Jenkins also exemplifies in his article that when a company decides to expand his product to different points of media. It creates “different points of entry for different audiences”(Jenkins). This is important because video games in the 90s were just having a lot of success however, that success was limited to mostly male teens and young adults. To debunk this sort of roadblock to other audiences Capcom released the comic Street fighter The Legend: Of Chun-Li along with other comic adaptions centered on the female protagonist(coming soon). Capcom doesn’t want their product to be limited to one audience so to appeal to other audiences they put emphasis on other characters that an audience such as females can relate to. Once again creating the points of entry for new audiences to indulge in their product.

Even through the series has expanded itself into many different types of media to indulge audiences in different perspectives of the game. The video games themselves can be a good example of transmedia texts. When playing street fighters single player mode when you select a character you go through that characters storyline(hadoken). However, you don’t get the same perspective of the other characters that you fight or interact with. Which is interesting because the game itself creates plots within itself that exemplify the different perspectives to the audience but is not fully realized because all the characters have a different perspective on one another.Image

The Street fighter series is a great example of transmedia storytelling because it exemplifies different perspectives of media that are used to portray the series as whole. Whether it’s the gaming series, comics, or the street fighter movies. The franchises popularity seems to always continue to grow and expand to multiple audiences.

Work Cited 

“Hadoken! The History of Street Fighter – Cheat Code Central.” Hadoken! The History of Street Fighter – Cheat Code Central. N.p., n.d. Web. 01 Mar. 2014.

Jenkins, Henry. “Transmedia Storytelling 101.” Confessions of an AcaFan. N.p., 22 Mar. 2007. Web. 28 Feb. 2014.

“Comingsoon.net.” Street Fighter: The Legend of Chun-Li Trailer, News, Videos, and Reviews. N.p., n.d. Web. 01 Mar. 2014.

 

New York Knicks

New York has always been known as the mecca of basketball in the world and there is no place that resembles it more than Madison Square Garden home of the New York Knicks. The Wikipedia article for the New York Knicks was first created in the year 2002 and has been edited over 4,300 times in the past twelve years in relation to the time between edits being less than .97 times a day means it can be considered a pretty popular Wikipedia page. However, that is not a surprise because, the Knicks are a large market professional sports franchise(Knicks) and as a pro franchise they natural get all their information from a primary source in this case the National Basketball Association. Many of the rosters, season outcomes, and day to day updates can be lead back to the NBA or the team itself as a credible source to be cited on the Wikipedia page making almost all of the information located on the page itself sufficient in correlation to Henry Jenkins theory of Collective Intel.

In Henry Jenkins article “What Wikipedia Can Teach Us about New Media Studies”, he defines the notion of collective intelligence as the ability to pool knowledge and compare notes with others towards a common goal”(Jenkins), which in turn is exactly what Wikipedia is. Wikipedia allows users to gather various information on a wide range of topics and share it with the rest of the world accurately to an extent. As anyone has the ability to edit any article regardless of credentials, age, etc… However, with a wiki page relating to a sports team such as the new York Knicks this is hardly an issue because, according to the statistical information the page is revised everyday on average meaning there will almost never be any major errors on the page as it is edited so frequently.

A lot of editing goes into the construction of a professional sports team like the New York Knicks however, This is can be a good source to learn about the team but only to an extent. Jenkins describes the notation that nobody knows everything but everyone knows something(Jenkins). Even though the wiki page for the New York Knicks holds a good amount of information on the team’s history this is not every single piece of history that the team has to offer. The article fails to realize just how much the Knicks organization actually means to basketball as a whole because although the NBA has record of all the statistical information about the Knicks there is still more to learn about the franchise that is not present in the wiki article on a more iconic level. However, the fact that this Wikipedia article is so popular and edited so much it can be regarding as a good source of collective intelligence for any user that has interest in learning more about the current team or its legendary history as an iconic basketball team.

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Works Cited

Jenkins, Henry. “WHAT WIKIPEDIA CAN TEACH US ABOUT THE NEW MEDIA LITERACIES Confessions of an AcaFan. 26 June 2007. Web. 12 Feb. 2014.

“THE OFFICIAL SITE OF THE NEW YORK KNICKS.” THE OFFICIAL SITE OF THE NEW YORK KNICKS. N.p., n.d. Web. 14 Feb. 2014.

“Sports Venues – Madison Square Garden.” Kidzworld. N.p., n.d. Web. 15 Feb. 2014.

Nintendo WiiU

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The Nintendo Wii U released in December of 2012 and was advertised almost exactly how the Nintendo Wii was six years ago. A Very family friendly gaming environment in any household with a shiny new touchscreen as an added twist. However, nowadays with competitors like Microsoft’s “Kinect” technology and Sony’s “PlayStation Move” the experience of Nintendo’s technology has gone stale and lost a lot of its appeal. In Tom Gunning’s essay “Re-Newing Old Technologies.” He states that we view technology from at first astonishment then as time passes it becomes habitual the Nintendo Wii is a classic example of this ideal. As many viewed the Wii’s motion controls as a striking experience because, this type of gaming had never been seen before. Although as time passed the concept of motion controls in the gaming world began to become very common to the point where it was an everyday thing to see players moving about when gaming in the living room with family and friends.

However with all of the technologies that are abundant nowadays the Wii U seems to have lost sight that it is actually a gaming console. To the point where Nintendo is more concerned that it functions just like all other common media like Tablets, iPhones, and Netflix. To the extent that Nintendo hasn’t even released any quality games such as Super Smash Bros. making the console lose the individual astonishment it once had.

The reason Nintendo has failed to produce successful sales in the new generation of gaming is because they are trying to please their audience with capabilities that are already abundant and in turn have lost the astonishment value in their products that is usually always there to begin with. The Nintendo Wii U was supposed to blow audiences away with another ground breaking evolvement in gaming but, instead it has failed to stray away from what we have already seen in today’s world from motion controls, to an interactive touch screen, and even lack of playable content on the console all together. Even though Nintendo has forgotten Tom Gunning’s concept of what makes new media desirable it won’t be long before they realize what they’re missing. Nintendo has always stood for revolutionizing gaming, setting an example for how far they can refine entertainment, and overall amazing the world with new media.

Works Cited

“Re-newing Old Technologies: Astonishment, Second Nature and the Uncanny in Technology from the Previous Turn-of-the-Century”. Media In Transition. web.MIT.edu. Web. Jan. 28 2014.

Casti, Taylor. “Nintendo Admits The Wii U Is A Failure.” The Huffington Post. TheHuffingtonPost.com, 17 Jan. 2014. Web. 29  Jan. 2014.