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to Stories
Melanie Schiller
Prologue
From the start, the phenomenon was clearly interesting for the industry, as
shown by The Matrix. The entertainment industry was finding new ways
to appeal to audiences, by merging media with marketing and entertain-
ment strategies to appeal to young audiences in ways that had not been
available to them in the predigital era. Nevertheless, there is more to this
than marketing alone. The range of phenomena referred to by the term
“transmedia storytelling” involves many different aspects, including new
forms of storytelling and complex narratives; a new cultural context in which
social media, connectivity, fan cultures, and online-information exchange
play a big role, as do the use of marketing strategies and appropriate business
models to address audiences in the world of digital connectivity. Smart
To explain how the new practices work, Jenkins discusses stories, such as
Heroes (2006-2010) or Lost (2004-2010), which have spread from television
series to comics, the web, computer and alternative-reality games (also part
of the entertainment industry), and the like. In the process, they acquire
new consumers as they unfold, allowing the most dedicated fans to take
it one step further (Jenkins 2010, 948). These fans are described by Jenkins
and others as actively participating in the process: they translate their
interests in the stories and the franchise into a range of media messages,
from concordances and Wikipedia entries, fan fiction, and fan videos to
fan films, “cosplay,” and game mods.1 Such participatory fan practices in-
evitably extend the story world in new directions. Thus, both commercial
and grassroots expansions of narrative universes may contribute to a new
mode of transmedia storytelling which can best be understood as both a
top-down corporate process and a bottom-up consumer-driven one (Jenkins
and Deuze 2008, 6).
Transmedia as a Buzzword
The phenomenon is not entirely new, but rooted in much older practices,
as several authors have argued, also stating that the proliferation of digital
forms has led to a marked increase in transmedia storytelling practices and
techniques (Mittell 2015; Gambarato 2015). Drawing on these commenta-
tors, we might summarize what is new and different about transmedia
storytelling – and what narrative analyses we may want to focus on in
future research – as follows.
It involves creating a new corpus of extensive stories that move beyond
traditional storytelling and demand new terms of user participation as well
as analysis. These stories manifest themselves less as singular plots, and may
seem to readers and viewers more like architecturally narrative universes,
inhabited by multiple characters, and articulating complex temporalities and
contradictory perspectives. As transmedia stories can be told from different
points of view, with shifting narrators and changes in focalization, these
narrative universes are typically open-ended. As a result of fan-fiction and
user participation, the temporal composition of these narratives becomes
increasingly complex, since by their very nature, transmedia stories unfold
in different sequences and across different timeframes for each audience
member (Kustritz 2017). Additionally, as Kustritz observes, fan narratives
not only include events which are out of sequence, but may also contain
numerous alternate interpretations and versions of the same events.
Transmedia narratives, as they move through different media, prob-
lematize notions of authorship: these narrative universes do so not only by
expanding across multiple media, which necessitates collective authorship,
but also by allowing and actively encouraging audience participation. As a
result, the borders between text, paratext, and fan-fiction become increas-
ingly blurred. While it is relatively easy to identify the author of a novel
(disregarding the editors and others who may have had an invisible hand
in its composition), it is more difficult to single out one creative participant
as the author of an entity as economically and culturally all-encompassing
as Harry Potter, notes James Russell (2012). The #BlackHermione fan fic-
tion, for instance, which identifies Harry Potter’s friend, Hermione, as a
Person of Color, has now been incorporated into the “official” Harry Potter
universe when the character (as an adult) was played by Swaziland-born
Epilogue
Notes
Benjamin, Walter. 2006 [1936]. “The Storyteller.” In The Novel: An Anthology of Criticism and
Theory 1900-2000, edited by Dorothy J. Hale. Malden, MA: Blackwell Publishing.
Barthes, Roland. 1977 [1967]. “The Death of the Author.” In Image, Music, Text, 142-148. New
York: Hill & Wang.
Bernardo, Nuno. 2011. The Producer’s Guide to Transmedia: How to Develop, Fund, Produce and
Distribute Compelling Stories across Multiple Platforms. London: beActive Books.
—. 2016. “Story Design for a Multi-Platform Audience.” Nuno Bernardo (blog), February 19, 2016.
http://nunobernardo.com/story-design-for-multiplatform-audience/.
Brough, Melissa M., and Sangita Shresthova. 2012. “Fandom Meets Activism: Rethinking Civic
and Political Participation.” Transformative Works and Cultures 10.
Brummitt, Cassie. 2016. “Pottermore: Transmedia Storytelling and Authorship in Harry Potter.”
The Midwest Quarterly 58: 112-132.
Clash of Realities, ed. 2017. Clash of Realities 2015/16: On the Art, Technology and Theory of Digital
Games. Proceedings of the 6th and 7th Conference. Bielefeld: transcript Verlag.
Coppola, Francis Ford. 2017. Live Cinema and Its Techniques. New York and London: Liveright.
Elberse, Anita. 2013. Blockbusters. Hit-Making, Risk-Taking, and the Big Business of Entertainment.
New York: Henry Holt & Company.
Fleming, Laura. 2011. “Pedagogical Considerations of the Transmedia Mythology.” EdTech Insight:
Transmedia and Education.
—. 2013. “Expanding Learning Opportunities with Transmedia Practices: Inanimate Alice as
an Exemplar.” Journal of Media Literacy Education 5, no. 2: 370-377.
Foucault, Michel. 1984 [1969]. “What Is an Author?” In The Foucault Reader, edited by Paul
Rabinow, 299-314. New York: Pantheon Books.
Ryan, Marie-Laure, and Jan-Noël Thon. 2014. Storyworlds across Media: Toward a Media-Conscious
Narratology. Lincoln and London: University of Nebraska Press. https://muse.jhu.edu/
book/31010.
Scolari, Carlos Alberto. 2009. “Transmedia Storytelling: Implicit Consumers, Narrative Worlds,
and Branding in Contemporary Media Production.” International Journal of Communication
3: 586-606.
Scolari, C., P. Bertetti, and M. Freeman. 2014. Transmedia Archaeology: Storytelling in the
Borderlines of Science Fiction, Comics and Pulp Magazines. London: Springer.
Thomas, Bronwen. 2011. “What Is Fanfiction and Why Are People Saying Such Nice Things about
It?” Storyworlds 3: 1-24.
Veglis, Andreas. 2012. “From Cross Media to Transmedia Reporting in Newspaper Articles.”
Publishing Research Quarterly 28, no. 4: 313-324.