"It's a trap". Transmedia Screen-Storytelling: dall'esperienza immersiva all'interattività partecipativa = "It's a trap". Transmedia Screen Storytelling: from the immersive experience to participatory interactivity

IF 0.2 Q4 COMMUNICATION
Fabio Ciammella, Giovanni Ciofalo, Silvia Leonzi
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Abstract

"It's a trap". Transmedia Screen Storytelling: from the immersive experience to participatory interactivity. The current narrative environment sees as protagonists of the production and distribution of content, important franchises, able to colonize the imaginary built on media representations, saturating also the conversations on social media. Think, for example, of memes, videos and UGC that have as a reference such narrative universes. In this context, it is possible to note a structural transformation of the original concept of transmedia (Jenkins 2006), in function of two variables: the circulation of stories through different media, the multiplication of the possibilities of creation and diffusion of the narrative universe by users (Scolari 2013). Such a scenario determines a new balance between producers and consumers, in relation to the dynamics of access to the fruition of the storyworld (Ryan 2014), by virtue of a multiple authorship (Wolf 2014) and a non-sequential narrative (macro-history, interstitial stories, parallel stories, peripheral stories, UGC). In the light of these changes, the paper proposes a reflection on the distribution of transmedia content through screen-based media, privileged points of entry of the narrative, thanks to its intrinsic characteristics (Lipovetsky and Serroy 2011). In particular, the case study "Star Wars", a paradigmatic example of classical transmediality and, at the same time, of evolved transmediality, is explored in depth. Through an analysis of the different productions activated starting from the acquisition of the brand by Disney, a specific parallelism between narration and screen emerges: macro-history produced for cinema, interstitial stories for cinema and television, parallel productions for television and videogames (consoles), peripheral stories for video, social platforms and videogames (consoles and apps). The analysis returns the dimension of a transmedia cultural interface (Manovich 2001) built by screens, which stands as a continuum between the immersive experience of cinema, of collective nature, and the interactive and participatory dimension given by mobile devices, of individual nature.
“这是陷阱。”跨媒体屏幕:参与式互动体验=“这是一个陷阱”。从深度体验到参与互动
“这是个陷阱”。跨媒体屏幕讲故事:从沉浸式体验到参与式互动。当前的叙事环境将内容的制作和分发视为主角,重要的特许经营权,能够开拓建立在媒体表现之上的想象,也渗透到社交媒体上的对话中。例如,想想模因、视频和UGC,它们可以作为叙事宇宙的参考。在这种背景下,可以注意到跨媒体最初概念的结构转变(Jenkins 2006),这是两个变量的函数:故事通过不同媒体的传播,用户创造和传播叙事宇宙的可能性的倍增(Scolari 2013)。这种场景通过多重作者身份(Wolf 2014)和非顺序叙事(宏观历史、间隙故事、平行故事、外围故事、UGC),决定了生产者和消费者之间的新平衡,与故事世界成果的获取动态相关(Ryan 2014)。鉴于这些变化,本文提出了对跨媒体内容通过基于屏幕的媒体传播的反思,即叙事的特权切入点,这得益于其内在特征(Lipovetsky和Serroy,2011)。特别是,案例研究《星球大战》,一个经典跨对话的典范,同时也是进化跨对话的范例,被深入探讨。通过对迪士尼收购该品牌后激活的不同制作的分析,叙事和屏幕之间出现了一种特定的平行性:为电影制作的宏观历史、为电影和电视制作的间隙故事、为电视和视频游戏(控制台)制作的平行制作、为视频制作的外围故事,社交平台和视频游戏(控制台和应用程序)。该分析返回了由屏幕构建的跨媒体文化界面的维度(Manovich 2001),它是集体性质的电影沉浸式体验与个人性质的移动设备提供的互动和参与维度之间的连续体。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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