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Role of audience in film
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Transmedia storytelling is the process of extending a story by manipulating multiple platforms and mediums to communicate a story or construct an interactive experience (Jenkins, 2013). Each component directly contributes to developing the audiences understanding of the story’s world by designing a cohesive and coordinated entertainment experience. Successful Hollywood televisions-shows such as ABC’s Lost and Universal Studio’s Heroes have effectively exploited transmedia, advancing the way in which films are experienced to contemporary audiences. This creates a shift in industrial and cultural conditions of convergence films. Transmedia institutions have engrossed audiences by using multiple types of platforms, both engaging current fans and increasing interest to new audiences.
The most crucial factor in determining the success of the transmedia design is the participation of the audiences. In the past, consumer watched television, bought products, and that was all. It was merely a one-way street of entertainment. By introducing transmedia, it has engaged audiences like never before, creating more than simply a television show, but rather whole new world. Convergence films rely on evoking the interest of audiences by expanding the created world and stories over various mediums. While the fictional narratives may take place at different times, interfaces, places and roles, they maintain coherence and are embedded into spatial, temporal and performative structures by audiences. In order to find out more about the world, audiences must participate and venture to different media platforms. This increases the devotion of the fans, and allows for a more unique and in-depth story told.
The TV show Lost, after being released in late S...
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...ease, their attention must be maintained.
The creation of transmedia designs should be carefully constructed to support and maintain fans and fandoms interest. The team behind Lost, , carefully constructed their choices, offering more when the audiences showed interest in their endeavours amongst multimedia platforms. engaged audiences using appropriate and specific design processes. The genre of Lost was not released until (how many weeks) before its release (source). This mystery and intrigue surrounding the show captivated the audience, so when it was released, people who normally avoid sci-fi shows wanted to know what had happened (Niederman, 2012). Heroes, however, knew exactly who their audience was, and targeted them through . While Lost had more views on it’s pilot, Heroes had more dedicated fans.
“A Cultural Approach to Television Genre Theory” argues that the application of film and literary genre theory do not fully translate when analyzing television, because of “the specific industry and audience practices unique to television, or for the mixture of fictional and nonfictional programming that constitutes the lineup on nearly every TV channel. 2” The goal of media genre studies, Mittell asserts, is to understand how media is arranged within the contexts of production and reception, and how media work to create our vision of the world.
Since the creation of films, their main goal was to appeal to mass audiences. However, once, the viewer looks past the appearance of films, the viewer realizes that the all-important purpose of films is to serve as a bridge connecting countries, cultures, and languages. This is because if you compare any two films that are from a foreign country or spoken in another language, there is the possibility of a connection between the two because of the fact that they have a universally understanding or interpretation. This is true for the French New Wave films; Contempt and Breathless directed by Jean-Luc Godard, and contemporary Indian films; Earth and Water directed by Deepa Mehta. All four films portray an individual’s role in society using sound and editing.
With the constant streaming of new movies and television shows available, moviegoers tend to watch them for fun. They see an entertaining movie about conflict that sparks the sense of adventure in them. But do they really grasp what the movie can teach the viewers? With today’s society, the themes are lost in the entertainment purposes. However, books have developed to do what a movie does and so much more. In this way books give life to all people that read them.
In final analysis, the motion picture is the one that goes deeper inside the spectator’s mind. The other mediums such as still picture and theatrical play also provide the visual and aural elements for the spectator, yet they seem to be inferior to the motion picture in that they lack the reality, affinity, and creativity in terms of use of time and space. The levels of emotions such as attention, memory, imagination, emotion, and unity, which were introduced by Munsterberg, indicates how the spectator perceives the elements of the film and ends up with it.
...what transmedia could do. It continually saw peak viewing on Hulu and The Population Institute named the series “Best TV Show” and “Best Social Media Campaign” (“Population Institute”). After a successful first season, a second has been ordered with another twelve episodes. The question becomes, will East Los High continue to make ground as an innovative and culturally important transmedia story in its second season? If the creative team continues to foster a community within its audience and allows that community to seek more information, there will only be good things from East Los High. Further study will need to be done to see if East Los High was effective outside of just story, as the first transmedia project also specifically designed to promote health and social justice. If so, the East Los High paradigm could become more popular on screens, big and small.
Back in 2003 Henry Jenkins caused a massive stir in the media world when he introduced the idea of transmedia storytelling, Jenkins describes it as a process where elements of fiction are dispersed across multiple media platforms in order to serve the purpose of creating a coordinated entertainment experience. Jenkins goes on to say that preferably, each medium will contribute different aspects which will assist in the telling of a story and unveil new aspects. However a good transmedia text does not simply supply information, instead it allows the fans, or fandom, to interact with the world within the text (Jenkins, 2007). This essay will arue that transmedia storytelling impacts on how the audience interacts with the story, in order to
The entertainment industry constantly changes, as the pioneers of technology and storytelling propel it forwards. Most of us, however, are unaware of the magnitude of hard work and skill required to create the TV shows, films, video games and music that we enjoy. This is especially true for television and video games, which often have mammoth development and production teams. Taking two disparate examples; Bioware’s video game, Mass Effect: Andromeda and Hulu’s television series The Handmaid’s Tale, we see at once that what these works have in common is the magnitude of creative talent behind them. Mass Effect: Andromeda’s early stages of development began in 2012;
Fan Culture is something that has been around for a while, but it the last twenty years, since the introduction of the Internet, it is also something that has changed dramatically. A fan is an enthusiast of something and now the Internet is a good home for fans to gather and build together a community of fans, a ‘Fandom’. The turn Fandom means a community of a group of people who all enjoy them same thing and the Internet has created a place for online communities. Fan Culture has irreversibly changed the media industry because of the ability share information and fan made created content. The creation of these online based communities have meant that people from all over the world can talk about the latest TV shows, movies, books, comics and other forms of content and create groups dedicated to them. The Internet has also become a platform for the creation of a collective community, where individuals who all have shared interests can go. “Fans uses of technologies bring a sense of playfulness to the work of active reading” (2010; 12). Digital Fandoms are user-led forum of content creation, the fans create a number of things; fan fiction, fan blogs, fan made videos, fan art work, wiki leaks. The fans create a whole new life, another side of the TV show, film or book, that is complicity run and used by the fans. These fan made creation do not have to stick to what is canon in the show and can do what they wish with the character and the storylines. However is this an okay thing to do, Henry Jenkins refers to the fans who create these things are ‘Textual Poachers’. Those fans are now active interpreters instead of passive consumers. In this view the fans are poaching the created content of the writer. The fans have power to create t...
Roscoe, J 2010, ‘Multi-Platform Event Television: Reconceptualizing our Relationship with Television’, The Communication Review, vol. 7, issue. 4, pp. 363-369.
Movies take us inside the skin of people quite different from ourselves and to places different from our routine surroundings. As humans, we always seek enlargement of our being and wanted to be more than ourselves. Each one of us, by nature, sees the world with a perspective and selectivity different from others. But, we want to see the world through other’s eyes; imagine with other’s imaginations; feel with other’s hearts, at a same time as with our own. Movies offer us a window onto the wider world, broadening our perspective and opening our eyes to new wonders.
Nevertheless, the question at hand is whether theatre will have a role in the society of the future, where cinema, digital television, and computers will continue to expand and grow. The answer to this question is yes. Heading into the 21st century, theatre will only be a fraction in a solid media industry. However, despite all the excitement technology brings with it, they will never replace theatre because it has something that can not be recreated or offered anywhere else. The cinema and its larger than life world appeals as an affordable alternative. Digital television provides digital interaction between the viewer and the producer. Theatre on the other hand, and its contents may take on a larger dimension, but we receive it directly in flesh and blood – one to one. The magical atmosphere between an actor and spectator who are constantly aware of each other and the theatre’s level of engagement is fundamentally more human and far more intimate.
...ely available and accessible from everywhere. New media has introduced innovative platforms and ways to consume media products, they have been embedded into our social context that we are unaware of the different ways we are constantly relying on technology. This leads us to call for more contemporary studies towards new media audiences for a more in-depth analysis and how they have merged the different contexts of media consumption.
Transmedia storytelling is the perfect opportunity for media production companies to create a franchise. The more the audience is familiar with a story, in a form of movies or TV shows, the more the audience wants to see the characters and the story again. Star Trek pushed the idea of a transmedia franchise pretty far: the Star Trek franchise has been building out the world of Star Trek across not only twelve feature films, but also a series of comics (first from the Marvel comic production, then by the DC comics company), an animated series, plenty of video games and novels and even a theme park attraction (which lasted until 2008). Each of these works adds something important to our appreciation of the whole: each has its clear aesthetic
Media and technology have an ever increasing role in how we as humans communicate with one another as well as help impact our culture. The printed word, once able to be mass produced helped usher in an era where where people could seek the education and reading skills they desired, brought print and knowledge to the masses. Now with the more common use of digital communication and media outlets, our options for information and communication are almost entirely unimpeded. Technology allows us to live through multiple Renaissance type periods filled with ever growing pools of information from which to share, and culture changing happenings coming from every corner of our connected world.
Movies are a great version of storytelling because they make stories more relatable and memorable. Storytelling is one of the most powerful capabilities humans possess. It can be used to motivate, dominate, and influence people. The scope and power of storytelling has grown immensely from its roots in stories told over the campfire. It now covers every dimension of human emotion and endeavor. This makes stories incredibly relatable and influential in that one can relate to the emotions that are being depicted and can, if wanted to, be influenced by the decision the character made. Before movies were invented, people relied on speaking and “the written word” to hear stories. Each person visualized the story’s characters, sets, and actions differently. Moviemakers have moved a step further in the way of storytelling. They take it upon themselves to physically set up the sets, give faces to the characters, and sh...