=Paper=
{{Paper
|id=Vol-1914/NHT17-4
|storemode=property
|title=The Structure of Transmedia Storytelling: A Case Study of 19 Reinos
|pdfUrl=https://ceur-ws.org/Vol-1914/NHT17-4.pdf
|volume=Vol-1914
|authors=Ryan Javanshir,Beth Carroll,David Millard
|dblpUrl=https://dblp.org/rec/conf/ht/JavanshirCM17
}}
==The Structure of Transmedia Storytelling: A Case Study of 19 Reinos==
The Structure of Transmedia Storytelling: A Case Study of 19 Reinos Ryan Javanshir Beth Carroll David Millard Electronics and Computer Science English and Film Electronics and Computer Science University of Southampton University of Southampton University of Southampton rj1g15@soton.ac.uk e.carroll@soton.ac.uk dem@ecs.soton.ac.uk ABSTRACT Up to this point, there have been very few visual analyses of transmedia stories. The advantage of mapping out these complex With technology and platforms for storytelling becoming more structures and connections is that it allows the identification of diverse, the potential for novel methods of storytelling has been story structure and story progression, which can help authors expanded. The phenomenon known as transmedia storytelling identify standards, effective transmedia storytelling methods and involves telling a story across multiple media and has gained how to apply conventional narrative structures to transmedia. popularity both in terms of audience interest and research, especially given the wealth of methods for storytelling. The This short paper will analyse the transmedia story 19 Reinos, problem is that authors of transmedia potentially have little which ran in Spain and was based on the popular TV series background knowledge about how to structure such stories, and Game of Thrones. It will do this by visually identifying the how to best portray certain parts of the story to the audience overall structure of the story, including what platforms were using transmedia. This paper will analyse a transmedia story used and how narrative flow and migratory cues link them using a visual aid. This will help better understand the structure together. of the story, the specificity of media being used and how the platforms used, including the connections between them, reflect 2. BACKGROUND both narrative progression and also migratory cues which direct The term transmedia as defined by the media theorist Henry the audience. This can then be used as a basis for other Jenkins is the process of representing a fiction systematically transmedia story analyses. The visual representation was across multiple delivery channels [5][6]. This same phenomenon compared to the author's intentions of the story, with a clear often has different names and definitions depending on which connection between an intended 3-act structure and the final field is defining it. In games study, they can be called Alternate product. This raises further questions relating to Reality Games (ARGs), ubiquitous games [13] or any game that narrative/platform progression duality and how connections has one or more salient features that expands the game either between platforms can be used to facilitate this progression. spatially, temporally or socially [7]. In narratology, they are 1. INTRODUCTION narratives which expand immersion by playing out in multiple public and private venues [14]. Transmedia practice involves telling a story over multiple distinct media which employ different media techniques [5]. As In recent years, transmedia storytelling practices have emerged technology advances, more platforms can be used for telling more commonly and have been used to navigate human stories that are not only more pervasive (especially with Web behavior to solve social problems [11], create more immersive technologies), but are potentially more satisfying to the museums [12], promote products and to promote locations [4]. audience. Over the past few years, content creators have been The use of differing technologies and platforms has allowed experimenting with emerging platforms and methods of content creators to unshackle themselves from a single platform, storytelling, creating new types of entertainment which do not medium or method of storytelling, allowing stories which can neatly fit into conventional definitions used in other fields. satisfy a larger group of people by fueling their curiosity and fitting their lifestyle [9]. There is a potential problem faced by authors of transmedia projects however, which involves limited understanding of the However, the full benefit of implementing transmedia practice poetics, or media specificity, of both the parts of a transmedia could be argued to be not fully realised. This is partly due to story and the story as a whole. The principle of media specificity authors perhaps not having a grasp of what media to use for involves understanding the tools or affordances which that specific parts of their narrative or experience, and also how these media allows, so that the media can be used effectively [2]. This parts come together in the transfer of narrative between them, to also involves looking at the connections between the media and become what Murray describes as one big platform [8]. how narrative flows from one form to another in terms of story progression. Although current research develops some understanding of maintaining narrative consistency within a transmedia fiction NHT’17, Prague, Czech Republic, July 2017 Copyright held by the author(s). [1] and understanding of transmedia practice [3], there is living in the 19 Reinos world, with him giving the audience arguably little knowledge on how different transmedia story advice about how to live in such a land. This help, although not structures change the narrative of a story or experience and vice mandatory to know, would later inform participants when every versa. Ruppel has taken a formal approach to structuring Monday night during the second half of the new season, they transmedia stories using visualisations which allow for a deeper would fight each other on Twitter in MMORPG style combat understanding of the structure of a transmedia story [10]. using certain keywords and commands (such as kill, seduce, However, these types of study are limited and it is worth betray etc.). During the rest of the week, participants could expanding this idea of visual representation, especially in a create communities on Facebook with fellow realm members, landscape where different platforms emerge from technology and plan their strategy for the following Monday, whilst also and the Web on a regular basis. Attempting to analyse and expanding their character's backstory and creating quests for understand transmedia stories without a clear visual aid is not each other. After the TV series finale, the winner of the Twitter practical and in some cases almost impossible. battle became ‘King’ at the second live event, where many people attended to watch the coronation of the King of 19 3. CASE STUDY Reinos. This then concluded the story. The example which was chosen as a case study was the transmedia story 19 Reinos [15] (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 [15], a post mortem presentation [15] and a reflection by one of the authors [9]. 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 [15]. 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 Figure 1: A visual representation of 19 Reinos 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, Figure 1 shows the structure of 19 Reinos, the different platforms which would allow these participants and anyone else interested and media employed and the intended flow of both narrative and to create their own fictitious GoT character with full audience migrations. descriptions and backstory, living in the world of 19 Reinos. Participants could also buy weapons and armor for their When creating visual representations of transmedia stories, it character, in preparation for later. At the time when the first must be noted that subjectivity can become a factor when episode of the new season of GoT aired, a Web series featuring grouping different platforms together. For example, there are Edwyck was released, which ran until the halfway point of the two separate columns for static content and social Web, whereas new season. The Web series included a story about Edwyck other analysts may include these as one. The figure is concerned 2 with authorial intentions rather than audience experience author (Live Event 1 links the audience to the Web series and the patterns. Web series to the TV show), and created by the audience (user generated Facebook quests would point people to Twitter to The columns represent the platforms or way in which the story perform certain actions). Users would also naturally talk about is told. The way in which you experience story told in a live the new season on social media and make reference to the show, performance is different to the way in which you experience a which would then act as a migratory cue to others participating story told on your television. One big difference being that live or viewing the posts. Arguably the same can be said about the performances cannot be paused or rewound, whereas typically Web series, however the popularity disparity between the Web TV can. How you use a website (typically on your own, at a time series and the TV show is apparent, and less people would be of convenience and with no interaction with others), is different inclined to make a reference to the Web series so explicitly to to the way you interact with social media. Although the latter warrant it being called a migratory cue [15]. 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 4. ANALYSIS people), and timing conditions (as with the Twitter wars in 19 Looking at this structure, it is clear that the main intention Reinos). In some parts of the story, these types of distinctions behind the story was to create as much excitement and publicity made can become blurred and it is important to keep in mind for the new season as possible, with the new season receiving that as an audience member, you may for example watch a Web the maximum amount of migratory cues. However, with the series on your television, rather than the perhaps intended second authorial intention in mind, it seems as though the viewing on a website whilst sat at your computer. structure reflects the intended experience. The flow of narrative shows that a lot of narrative was created and expanded by the Inside these columns are types of media or instances of the audience, which was then partly used as a basis for the ending. platform. They hold a piece of the narrative in a particular form. This is further backed up with a 3-act structure employed, with Considering Facebook and Twitter, although they are both the first live event being the set-up, the battles being the considered social media platforms, and involve narrative being confrontation, and the second live event being the resolution. received from communication with others, the information is This model also allows for the point of the view that the TV represented differently and each have their own requirements, show was simply cut-scenes to the 3-act 19 Reinos story. If the functionalities and user interfaces for social networking. Twitter intention of 19 Reinos was simply to get more viewers for the uses 140 character tweets, whereas Facebook allows large show, then the effort of conducting the second live event as the chunks of text, with comments and more detailed discussions resolution would not have been needed. being commonplace. In terms of media specificity, the choices behind why these The black dots represent that medium being active, with time platforms were used is clear in some cases but unclear in others. going from top to bottom. These black dots then connect to the Firstly, the first live event could have just been the web series of finished nodes which illustrate that no more content is being Edwyck, which would not have limited the audience to 300 in generated by that medium. the beginning. For those who were not initially invited, the set- up phase of the story was missed, and could have impacted the The solid arrows represent the flow of narrative. This includes way they responded to the rest of the story. That being said, the both author created and user-created narrative. For example, the authors did recognise that Edwyck, his character and backstory, narrative on Twitter includes battles between different houses, could be transferred over to video quite easily. This makes for a the alliances and the particulars of the battles (how someone better choice than a blog for example, which for a character in a died). The reasoning behind the battle (the backstory), was medieval time setting would make little sense. This aspect of the generated from communities and user generated quests made on story has to be distinguished from the audience participation and Facebook, which may have been based on the Web series. The the way in which they interact with 19 Reinos with their official website, where weapons could be browsed and bought fictitious characters. For one, the audience had no choice but to added to the fictitious characters’ (audience characters’) story use technology to ‘control’ their characters, but Edwyck did not and facilitated the battle, giving the Twitter players a basis for need to because he was his character. It seems as though the more user generated content. Another example is the link intent was that the social platform be used as a layer on top of between Live Event 1 and the Web series, which featured the the imagined world, where Facebook would be imagined as a same character in both, with the story of Edwyck’s life town square, the static website as a fort and Twitter as the progressing on. battlefield [15]. The dashed arrows show migratory cues. Migratory cues, a term The structure of this story raises some interesting questions adopted from [10], are points in the narrative where a reference about transmedia practice and authorial intentions compared is made to another medium, in an attempt to migrate the with actual outcome. More specifically, the most interesting interests and focus of the audience member to that part of the research questions that are raised include: story. In 19 Reinos, they were both explicitly inserted by the 3 1) How are transitions from one medium to another used to Environments. represent narrative transitions? Act 1 in 19 Reinos was http://dl.dropbox.com/u/30158/DENA_TransmediaPractice.pdf represented as the first live event, the website and the Facebook Accessed: 10/04/17 community discussions which then transitioned into act 2 which took the form of episodic content and Twitter battles, with the [4] Ferreira S., P Alves A. & Quico, C. (2012). Location based resolution taking the form of the final live event. Investigations transmedia storytelling: The travelplot Porto experience design, into the different methods of this medium/narrative transition Revista Turismo & Desenvolvimento, 17/18, 95-99 duality will provide a better understanding of which platform combinations are good for a particular part of the story. [5] Jenkins H. 2010. Transmedia Storytelling and Entertainment: An annotated syllabus. Continuum, Vol 24 issue 6 2010. 2) What is the nature of migratory cues and how is the story progression influenced by them? Migratory cues were used [6] Jenkins H. 2003. Transmedia storytelling. Technology heavily in 19 Reinos to direct the audience to the TV show. How Review, 15 January 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 [7] Montola M. (2012). Exploring the Edge of the Magic Circle: these migratory cues to allow for their intended telling of the Defining Pervasive Games. University of Tampere Game story? Research Lab 3) How do you apply different story structures to transmedia [8] Murray H J. (2012). Transcending transmedia: emerging story stories? In 19 Reinos, the 3-act structure was chosen as a basis for telling structures for the emerging convergence platforms. the story, whereas some transmedia stories are clue or puzzle EuroITV 2012 Proceedings of the 10th European Conference on based. How do other transmedia stories apply conventional story Interactive TV and Video, pages 1-6 structures and do they achieve what they want? What new, never before seen structures does transmedia allow? [9] Pratten R. (2011). Getting Started in Transmedia Storytelling: A Practical Guide for Beginners. 2nd Edition Published by 4) Are the audience stuck with the authors intended structure? Pratten, R., ISBN 978-1-515-33916-8. What does the structure of the story mean for the audience? What happens if the audience join halfway through the story, [10] Ruppel M. (2012) will the story make sense to them? Is there a way to return to act Visualizing Transmedia Networks: Links, Paths and Peripheries. 1 if they missed it? If not, can they fill in the blanks? http://drum.lib.umd.edu/handle/1903/13589 Accessed: 10/04/17 5. CONCLUSION [11] Sakamoto M., Nakajima T. 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