<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>The Structure of Transmedia Storytelling: A Case Study of 19 Reinos</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Ryan Javanshir</string-name>
          <email>rj1g15@soton.ac.uk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Beth Carroll</string-name>
          <email>e.carroll@soton.ac.uk</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>David Millard</string-name>
          <email>dem@ecs.soton.ac.uk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Electronics and Computer Science, University of Southampton</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>English and Film, University of Southampton</institution>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2017</year>
      </pub-date>
      <abstract>
        <p>With technology and platforms for storytelling becoming more diverse, the potential for novel methods of storytelling has been expanded. The phenomenon known as transmedia storytelling involves telling a story across multiple media and has gained popularity both in terms of audience interest and research, especially given the wealth of methods for storytelling. The problem is that authors of transmedia potentially have little background knowledge about how to structure such stories, and how to best portray certain parts of the story to the audience using transmedia. This paper will analyse a transmedia story using a visual aid. This will help better understand the structure of the story, the specificity of media being used and how the platforms used, including the connections between them, reflect both narrative progression and also migratory cues which direct the audience. This can then be used as a basis for other transmedia story analyses. The visual representation was compared to the author's intentions of the story, with a clear connection between an intended 3-act structure and the final product. This raises further questions relating to narrative/platform progression duality and how connections between platforms can be used to facilitate this progression.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. INTRODUCTION</title>
      <p>
        Transmedia practice involves telling a story over multiple
distinct media which employ different media techniques [
        <xref ref-type="bibr" rid="ref2">5</xref>
        ]. As
technology advances, more platforms can be used for telling
stories that are not only more pervasive (especially with Web
technologies), but are potentially more satisfying to the
audience. Over the past few years, content creators have been
experimenting with emerging platforms and methods of
storytelling, creating new types of entertainment which do not
neatly fit into conventional definitions used in other fields.
There is a potential problem faced by authors of transmedia
projects however, which involves limited understanding of the
poetics, or media specificity, of both the parts of a transmedia
story and the story as a whole. The principle of media specificity
involves understanding the tools or affordances which that
media allows, so that the media can be used effectively [2]. This
also involves looking at the connections between the media and
how narrative flows from one form to another in terms of story
progression.
      </p>
      <p>Up to this point, there have been very few visual analyses of
transmedia stories. The advantage of mapping out these complex
structures and connections is that it allows the identification of
story structure and story progression, which can help authors
identify standards, effective transmedia storytelling methods and
how to apply conventional narrative structures to transmedia.
This short paper will analyse the transmedia story 19 Reinos,
which ran in Spain and was based on the popular TV series
Game of Thrones. It will do this by visually identifying the
overall structure of the story, including what platforms were
used and how narrative flow and migratory cues link them
together.</p>
    </sec>
    <sec id="sec-2">
      <title>2. BACKGROUND</title>
      <p>
        The term transmedia as defined by the media theorist Henry
Jenkins is the process of representing a fiction systematically
across multiple delivery channels [
        <xref ref-type="bibr" rid="ref2">5</xref>
        ][
        <xref ref-type="bibr" rid="ref3">6</xref>
        ]. This same phenomenon
often has different names and definitions depending on which
field is defining it. In games study, they can be called Alternate
Reality Games (ARGs), ubiquitous games [
        <xref ref-type="bibr" rid="ref10">13</xref>
        ] or any game that
has one or more salient features that expands the game either
spatially, temporally or socially [
        <xref ref-type="bibr" rid="ref4">7</xref>
        ]. In narratology, they are
narratives which expand immersion by playing out in multiple
public and private venues [
        <xref ref-type="bibr" rid="ref11">14</xref>
        ].
      </p>
      <p>
        In recent years, transmedia storytelling practices have emerged
more commonly and have been used to navigate human
behavior to solve social problems [
        <xref ref-type="bibr" rid="ref8">11</xref>
        ], create more immersive
museums [
        <xref ref-type="bibr" rid="ref9">12</xref>
        ], promote products and to promote locations [
        <xref ref-type="bibr" rid="ref1">4</xref>
        ].
The use of differing technologies and platforms has allowed
content creators to unshackle themselves from a single platform,
medium or method of storytelling, allowing stories which can
satisfy a larger group of people by fueling their curiosity and
fitting their lifestyle [
        <xref ref-type="bibr" rid="ref6">9</xref>
        ].
      </p>
      <p>
        However, the full benefit of implementing transmedia practice
could be argued to be not fully realised. This is partly due to
authors perhaps not having a grasp of what media to use for
specific parts of their narrative or experience, and also how these
parts come together in the transfer of narrative between them, to
become what Murray describes as one big platform [
        <xref ref-type="bibr" rid="ref5">8</xref>
        ].
Although current research develops some understanding of
maintaining narrative consistency within a transmedia fiction
[1] and understanding of transmedia practice [3], there is
arguably little knowledge on how different transmedia story
structures change the narrative of a story or experience and vice
versa. Ruppel has taken a formal approach to structuring
transmedia stories using visualisations which allow for a deeper
understanding of the structure of a transmedia story [
        <xref ref-type="bibr" rid="ref7">10</xref>
        ].
However, these types of study are limited and it is worth
expanding this idea of visual representation, especially in a
landscape where different platforms emerge from technology
and the Web on a regular basis. Attempting to analyse and
understand transmedia stories without a clear visual aid is not
practical and in some cases almost impossible.
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. CASE STUDY</title>
      <p>
        The example which was chosen as a case study was the
transmedia story 19 Reinos [
        <xref ref-type="bibr" rid="ref12">15</xref>
        ] (19 Realms in English), which
was based on the popular HBO series Game of Thrones (GoT),
which in turn is based on a book called A Song of Ice and Fire by
George RR Martin. The parts of the story which were told using
technology were implemented using a transmedia authoring tool
called Conducttr, which allows the monitoring of social media
accounts and the sharing of variables between them to facilitate
a flow of story. Data for the case study was acquired from
various sources by the authors of 19 Reinos, including Conducttr
case studies [
        <xref ref-type="bibr" rid="ref12">15</xref>
        ], a post mortem presentation [
        <xref ref-type="bibr" rid="ref12">15</xref>
        ] and a
reflection by one of the authors [
        <xref ref-type="bibr" rid="ref6">9</xref>
        ].
      </p>
      <p>
        There were two main authorial intentions behind the project.
The first was to create excitement for the new season of GoT,
and the second was to create a separate self-contained story
which in part was formed by the audience themselves. This story
was intended to follow a 3-act structure with a set-up,
confrontation and resolution being embedded into the whole
experience. In a post-mortem reflection, the authors also
considered that for the weeks it was running, 19 Reinos was
intended to be considered the primary focus of the Game of
Thrones universe, with the TV series acting as ‘cut scenes’
between the action occurring in 19 Reinos [
        <xref ref-type="bibr" rid="ref12">15</xref>
        ].
      </p>
      <p>The transmedia story invited participants to imagine that Spain
was part of the fictional land of Westeros (a continent in GoT),
and that it had been split up into 19 realms. A live event, which
communicated this concept to 300 fans who were invited by the
authors, included a performance of a fictitious character,
Edwyck. This performance primed the audience for the rest of
the story. The audience were then given parchment which lead
them from the performance to the digital world, where the rest
of the story would unfold. A website was set up as a main hub,
which would allow these participants and anyone else interested
to create their own fictitious GoT character with full
descriptions and backstory, living in the world of 19 Reinos.
Participants could also buy weapons and armor for their
character, in preparation for later. At the time when the first
episode of the new season of GoT aired, a Web series featuring
Edwyck was released, which ran until the halfway point of the
new season. The Web series included a story about Edwyck
living in the 19 Reinos world, with him giving the audience
advice about how to live in such a land. This help, although not
mandatory to know, would later inform participants when every
Monday night during the second half of the new season, they
would fight each other on Twitter in MMORPG style combat
using certain keywords and commands (such as kill, seduce,
betray etc.). During the rest of the week, participants could
create communities on Facebook with fellow realm members,
and plan their strategy for the following Monday, whilst also
expanding their character's backstory and creating quests for
each other. After the TV series finale, the winner of the Twitter
battle became ‘King’ at the second live event, where many
people attended to watch the coronation of the King of 19
Reinos. This then concluded the story.</p>
      <p>The columns represent the platforms or way in which the story
is told. The way in which you experience story told in a live
performance is different to the way in which you experience a
story told on your television. One big difference being that live
performances cannot be paused or rewound, whereas typically
TV can. How you use a website (typically on your own, at a time
of convenience and with no interaction with others), is different
to the way you interact with social media. Although the latter
can be on a website, the dynamics change due to the high level
of social interaction (you have to make an effort to connect with
people), and timing conditions (as with the Twitter wars in 19
Reinos). In some parts of the story, these types of distinctions
made can become blurred and it is important to keep in mind
that as an audience member, you may for example watch a Web
series on your television, rather than the perhaps intended
viewing on a website whilst sat at your computer.</p>
      <p>Inside these columns are types of media or instances of the
platform. They hold a piece of the narrative in a particular form.
Considering Facebook and Twitter, although they are both
considered social media platforms, and involve narrative being
received from communication with others, the information is
represented differently and each have their own requirements,
functionalities and user interfaces for social networking. Twitter
uses 140 character tweets, whereas Facebook allows large
chunks of text, with comments and more detailed discussions
being commonplace.</p>
      <p>The black dots represent that medium being active, with time
going from top to bottom. These black dots then connect to the
finished nodes which illustrate that no more content is being
generated by that medium.</p>
      <p>The solid arrows represent the flow of narrative. This includes
both author created and user-created narrative. For example, the
narrative on Twitter includes battles between different houses,
the alliances and the particulars of the battles (how someone
died). The reasoning behind the battle (the backstory), was
generated from communities and user generated quests made on
Facebook, which may have been based on the Web series. The
official website, where weapons could be browsed and bought
added to the fictitious characters’ (audience characters’) story
and facilitated the battle, giving the Twitter players a basis for
more user generated content. Another example is the link
between Live Event 1 and the Web series, which featured the
same character in both, with the story of Edwyck’s life
progressing on.</p>
      <p>
        The dashed arrows show migratory cues. Migratory cues, a term
adopted from [
        <xref ref-type="bibr" rid="ref7">10</xref>
        ], are points in the narrative where a reference
is made to another medium, in an attempt to migrate the
interests and focus of the audience member to that part of the
story. In 19 Reinos, they were both explicitly inserted by the
author (Live Event 1 links the audience to the Web series and the
Web series to the TV show), and created by the audience (user
generated Facebook quests would point people to Twitter to
perform certain actions). Users would also naturally talk about
the new season on social media and make reference to the show,
which would then act as a migratory cue to others participating
or viewing the posts. Arguably the same can be said about the
Web series, however the popularity disparity between the Web
series and the TV show is apparent, and less people would be
inclined to make a reference to the Web series so explicitly to
warrant it being called a migratory cue [
        <xref ref-type="bibr" rid="ref12">15</xref>
        ].
      </p>
    </sec>
    <sec id="sec-4">
      <title>4. ANALYSIS</title>
      <p>Looking at this structure, it is clear that the main intention
behind the story was to create as much excitement and publicity
for the new season as possible, with the new season receiving
the maximum amount of migratory cues. However, with the
second authorial intention in mind, it seems as though the
structure reflects the intended experience. The flow of narrative
shows that a lot of narrative was created and expanded by the
audience, which was then partly used as a basis for the ending.
This is further backed up with a 3-act structure employed, with
the first live event being the set-up, the battles being the
confrontation, and the second live event being the resolution.
This model also allows for the point of the view that the TV
show was simply cut-scenes to the 3-act 19 Reinos story. If the
intention of 19 Reinos was simply to get more viewers for the
show, then the effort of conducting the second live event as the
resolution would not have been needed.</p>
      <p>
        In terms of media specificity, the choices behind why these
platforms were used is clear in some cases but unclear in others.
Firstly, the first live event could have just been the web series of
Edwyck, which would not have limited the audience to 300 in
the beginning. For those who were not initially invited, the
setup phase of the story was missed, and could have impacted the
way they responded to the rest of the story. That being said, the
authors did recognise that Edwyck, his character and backstory,
could be transferred over to video quite easily. This makes for a
better choice than a blog for example, which for a character in a
medieval time setting would make little sense. This aspect of the
story has to be distinguished from the audience participation and
the way in which they interact with 19 Reinos with their
fictitious characters. For one, the audience had no choice but to
use technology to ‘control’ their characters, but Edwyck did not
need to because he was his character. It seems as though the
intent was that the social platform be used as a layer on top of
the imagined world, where Facebook would be imagined as a
town square, the static website as a fort and Twitter as the
battlefield [
        <xref ref-type="bibr" rid="ref12">15</xref>
        ].
      </p>
      <p>The structure of this story raises some interesting questions
about transmedia practice and authorial intentions compared
with actual outcome. More specifically, the most interesting
research questions that are raised include:
1) How are transitions from one medium to another used to
represent narrative transitions? Act 1 in 19 Reinos was
represented as the first live event, the website and the Facebook
community discussions which then transitioned into act 2 which
took the form of episodic content and Twitter battles, with the
resolution taking the form of the final live event. Investigations
into the different methods of this medium/narrative transition
duality will provide a better understanding of which platform
combinations are good for a particular part of the story.
2) What is the nature of migratory cues and how is the story
progression influenced by them? Migratory cues were used
heavily in 19 Reinos to direct the audience to the TV show. How
would these cues have to be set up in a story not revolving
around a source universe or medium? How can the author set up
these migratory cues to allow for their intended telling of the
story?
3) How do you apply different story structures to transmedia
stories? In 19 Reinos, the 3-act structure was chosen as a basis for
the story, whereas some transmedia stories are clue or puzzle
based. How do other transmedia stories apply conventional story
structures and do they achieve what they want? What new,
never before seen structures does transmedia allow?
4) Are the audience stuck with the authors intended structure?
What does the structure of the story mean for the audience?
What happens if the audience join halfway through the story,
will the story make sense to them? Is there a way to return to act
1 if they missed it? If not, can they fill in the blanks?</p>
    </sec>
    <sec id="sec-5">
      <title>5. CONCLUSION</title>
      <p>Transmedia practice is becoming increasingly prevalent in the
creative arts in the dissemination of stories. The more
understanding there is about the structures and processes of
transmedia, the increased room for innovative and engaging
stories and experiences there will be.</p>
      <p>Visual representation of transmedia stories allows for immediate
identification of the story as a whole and how the pieces come
together, and allows interesting discussions to be had about its
structure. This short paper has used 19 Reinos as a case study,
and applied a visual representation to it which identified further
questions in the area of transmedia as a whole.</p>
    </sec>
    <sec id="sec-6">
      <title>6. REFERENCES</title>
      <p>[2] Bazin A. (1960). The Ontology of the Photographic Image.
Film Quarterly 13(4)</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          [4]
          <string-name>
            <surname>Ferreira</surname>
            <given-names>S.</given-names>
          </string-name>
          ,
          <string-name>
            <given-names>P Alves A.</given-names>
            &amp;
            <surname>Quico</surname>
          </string-name>
          ,
          <string-name>
            <surname>C.</surname>
          </string-name>
          (
          <year>2012</year>
          ).
          <article-title>Location based transmedia storytelling: The travelplot Porto experience design</article-title>
          ,
          <source>Revista Turismo &amp; Desenvolvimento</source>
          ,
          <volume>17</volume>
          /18,
          <fpage>95</fpage>
          -
          <lpage>99</lpage>
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          [5]
          <string-name>
            <surname>Jenkins</surname>
            <given-names>H.</given-names>
          </string-name>
          <year>2010</year>
          .
          <article-title>Transmedia Storytelling and Entertainment: An annotated syllabus</article-title>
          .
          <source>Continuum</source>
          , Vol
          <volume>24</volume>
          issue 6
          <year>2010</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          [6]
          <string-name>
            <surname>Jenkins</surname>
            <given-names>H.</given-names>
          </string-name>
          <year>2003</year>
          .
          <article-title>Transmedia storytelling</article-title>
          .
          <source>Technology Review</source>
          ,
          <volume>15</volume>
          <fpage>January</fpage>
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          [7]
          <string-name>
            <surname>Montola</surname>
            <given-names>M.</given-names>
          </string-name>
          (
          <year>2012</year>
          ).
          <article-title>Exploring the Edge of the Magic Circle: Defining Pervasive Games</article-title>
          . University of Tampere Game Research Lab
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          [8]
          <string-name>
            <surname>Murray</surname>
            <given-names>H J.</given-names>
          </string-name>
          (
          <year>2012</year>
          ).
          <article-title>Transcending transmedia: emerging story telling structures for the emerging convergence platforms</article-title>
          .
          <source>EuroITV 2012 Proceedings of the 10th European Conference on Interactive TV and Video</source>
          , pages
          <fpage>1</fpage>
          -
          <lpage>6</lpage>
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          [9]
          <string-name>
            <surname>Pratten</surname>
            <given-names>R.</given-names>
          </string-name>
          (
          <year>2011</year>
          ).
          <article-title>Getting Started in Transmedia Storytelling: A Practical Guide for Beginners. 2nd Edition Published by Pratten</article-title>
          , R.,
          <source>ISBN 978-1-515-33916-8.</source>
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          [10]
          <string-name>
            <surname>Ruppel</surname>
            <given-names>M.</given-names>
          </string-name>
          (
          <year>2012</year>
          )
          <article-title>Visualizing Transmedia Networks: Links, Paths and Peripheries</article-title>
          . http://drum.lib.umd.edu/handle/1903/13589 Accessed:
          <volume>10</volume>
          /04/17
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          [11]
          <string-name>
            <surname>Sakamoto</surname>
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Nakajima</surname>
            <given-names>T.</given-names>
          </string-name>
          (
          <year>2015</year>
          )
          <article-title>Incorporating Fictionality into the Real World with Transmedia Storytelling</article-title>
          . In: Marcus A. (
          <article-title>eds) Design, User Experience, and Usability: Design Discourse</article-title>
          .
          <source>DUXU 2015. Lecture Notes in Computer Science</source>
          , vol
          <volume>9186</volume>
          . Springer, Cham
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          [12]
          <string-name>
            <surname>Veth</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          (
          <year>2014</year>
          ).
          <article-title>Transmedia &amp; Charms: The opportunities of Transmedia Storytelling in the Contemporary Museum</article-title>
          .
          <source>Nodem 2014 Proceedings of Nodem 2014 on Engaging Spaces: Interpretation, Design and Digital Strategies</source>
          , pages
          <fpage>176</fpage>
          -
          <lpage>184</lpage>
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          [13]
          <string-name>
            <given-names>V Borries F.</given-names>
            ,
            <surname>Walz</surname>
          </string-name>
          <string-name>
            <given-names>S.</given-names>
            ,
            <surname>Bottger</surname>
          </string-name>
          <string-name>
            <surname>M.</surname>
          </string-name>
          (
          <year>2007</year>
          ).
          <article-title>Space Time Play: Computer Games, Architecture and Urbanism - the Next Level</article-title>
          .
          <source>Published by Birkhauser Verlag AG, ISBN 978-3-764-38414-2</source>
          , page
          <issue>236</issue>
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>
          [14]
          <string-name>
            <surname>Walker</surname>
            <given-names>J.</given-names>
          </string-name>
          (
          <year>2004</year>
          ).
          <article-title>Distributed Narrative: Telling Stories Across Networks</article-title>
          .
          <source>Presented at AoIR 5</source>
          .0, Brighton
        </mixed-citation>
      </ref>
      <ref id="ref12">
        <mixed-citation>[15] Conducttr website http://www.conducttr.com/successstories/game-of-thrones/ Accessed: 10/04/17</mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>