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EN
The article is about a new trend in the United States which brings literary characters into Internet existence as a rightful member of online community. The border between fiction and non-fiction worlds becomes devaluated. There is no difference between narration and authenticity. The basics of every project are vlogs which are composed into Web series. The projects employ cross-media platform storytelling technology especially in social media, which is known as transmedia. Nowadays, Web series – imitations of literary characters vlogs – show that YouTube commentators and Twitter or Facebook users are truly valuable, because they are essential elements in making the projects come into being. Projects are minded to interaction – fans dictate what to produce and how the story will develop. It is innovative because with this attitude the costs of production can be cut. Questions, which the author asked in her piece of work, are: what kind of tools transmedia has used in The Lizzie Bennet Diaries and how the situation of the project presents after nearly one year from ending the project. Other aspects touching the advantage of such projects and issues are: who are the receivers of the show and if the creators did influence young people to read the original story. Finally the marketing and financial aspects are also mentioned.
EN
This article analyzes how mainstream artists respond to the dynamics of online fan communities, developing complex metanarratives that interrelate their songs and music videos with their “personal” activity on social media. Audiences analyze in depth and discuss each release, contributing to its viralization on the internet. However, these strategies need strong narratives that allow convincing developments and transmedia storytelling, and this is where literature becomes a significant source of inspiration. I argue that the assumption (or subversion) of popular literary characters and narratives contributes to a positioning of artists in the music scene and facilitates their “reading” by the audience. To illustrate this process, I analyze the references to Romeo and Juliet by mainstream pop artists in the last decade, paying special attention to Troye Sivan’s debut album Blue Neighborhood (2015), considered a homosexual version of Shakespeare’s drama, and to Halsey’s concept album Hopeless Fountain Kingdom (2017), understood as a queer version of the play. Both artists explained their personal reading of Shakespeare’s drama as a way of expressing their own feelings and experiences. These examples of metanarrative storytelling achieved their aim, and millions of fans engaged with both artists, discussing lyrics, photos and music videos related to Romeo and Juliet on social media.
EN
As transmedia franchises increasingly populate our cultural environment, many questions arise about the effect of the different media involved in the depiction of storyworlds. Through the analysis of different examples, with special emphasis on the particular case of The Walking Dead, and drawing primarily from Henry Jenkins’s concept of “transmedia storytelling” and Jens Schroter’s concept of intermediality, this paper aims to show how different media aesthetics contribute to the process of storytelling and enrich the experience of the consumer. Usually overlooked in other analyses, we argue that these formal and aesthetical characteristics, such as the interactive nature of video games, call for a broader approach that transcends the accustomed search of common narrative aspects. This will be exemplified by a closer comparative look at the adventure game The Walking Dead: The Ganie (Telltale Games, 2012) and The Walking Dead: Survival Instiiict (Terminal Reality, 2013). The transformations that the different media demand contribute not only to the narrative, but also provide different tools for the construction of storyworlds and different ways to engage with it.
EN
The article deals with the works of Marcin Maciejowski in the perspective of intermedia connections of his works with photography, film and painting. The author of the article is particularly interested in tracing the intertextual and intermedia games in the space of culture as well as their informative, cognitive and ludic functions. A separate section of the article is devoted to the description of media realism.
EN
The article aims to analyse the phenomenon of a Norwegian Internet-TV show for teenage audiences, Skam (2015–2017). The transmedia storytelling used in this production resulted in unforeseen international acclaim, subsequently leading to the creation of local remakes of the series. The article will outline the main issues that the show has dealt with, as well as the immersion-building narrative solutions used by the creators. Moreover, it will discuss Skam’s reception by Norwegian and international audiences, and suggest potential directions for the future development of this format.
EN
Jakub Czopek, Opowieść transmedialna jako przykład kreacyjnych możliwości fandomu [Transmedia story as an example of creative possibilities of fandom]. Interdyscyplinarne Konteksty Pedagogiki Specjalnej, nr 23, Poznań 2018. Pp. 191-202. Adam Mickiewicz University Press. ISSN 2300-391X. DOI: https://doi.org/10.14746/ikps.2018.23.11 The subject of the article is the creative activity of fan communities (fandom), with particular emphasis on the transmedia storytelling, i.e. the story told simultaneously within various media. The development of the Internet in the Web 2.0 formula has opened a number of possibilities for the creation of fandoms centered around a particular series, movies, books or games. The main manifestations of the activity of these groups can be reduced on the one hand to analyzing and commenting on a given text of culture, and on the other hand, to develop it, by adding new stories, often using other medium than the one originally used.
EN
Many concepts have been developed to describe the convergence of media, public relations and storytelling formats in contemporary media systems. This article presents a theoretical reflection on "transmedia storytelling" from a perspective of integration narrative in the context of the re-invention of public relations. The rapid evolution of digital media technology and the emergence of transmedia storytelling present foresight professionals with a powerful new approach for communicating about the future. A transmedia story unfolds across multiple media platforms with each new text making a distinctive and valuable contribution to the whole. Between other, this article also outlines some of the key principles and elements of transmedia storytelling in combination with modern public relations, in order to provide a basic framework that public relations practitioner can use when designing transmedia projects.
PL
Powstało już wiele koncepcji opisujących zbieżność formatów medialnych, public relations i storytellingowych we współczesnych systemach medialnych. Niniejszy artykuł prezentuje refleksję teoretyczną nad „storytellingiem transmedialnym” z perspektywy narracji integracyjnej w kontekście nowej koncepcji public relations. Błyskawiczna ewolucja technologii mediów cyfrowych oraz pojawienie się storytellingu transmedialnego oferuje specjalistom zajmującym się foresightem nowe solidne podejście do komunikacji dotyczącej przyszłości. Opowieść transmedialna rozwija się na przestrzeni wielu platform medialnych, gdzie każdy nowy tekst stanowi wyraźny i cenny wkład w całość. Artykuł przedstawia również ogólny zarys kluczowych zasad i elementów storytellingu transmedialnego w połączeniu z nowoczesną koncepcją public relations, aby zapewnić podstawy, na których osoby zajmujące się public relations będą mogły się oprzeć, opracowując projekty transmedialne.
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