Dissertations / Theses on the topic 'Transmedia storytelling'
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Dudáček, Oto. "Contemporary trends in transmedia storytelling. Transmedia television." Doctoral thesis, Universitat de Girona, 2019. http://hdl.handle.net/10803/670297.
Full textCliff, Cameron R. "Transmedia storytellng strategy : how and why producers use transmedia storytelling for competitive advantage." Thesis, Queensland University of Technology, 2017. https://eprints.qut.edu.au/103325/1/Cameron_Cliff_Thesis.pdf.
Full textHazboun, Suha. "Challenges of Transmedia Storytelling : Considerations of Creating of Transmedia Projects." Thesis, Högskolan Dalarna, Bildproduktion, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:du-15175.
Full textYang, Binbin, and Miltiadis Zisiadis. "Transmedia marketing : strengthening multiplatform user participation through storytelling." Thesis, Umeå universitet, Institutionen för informatik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-90349.
Full textMartínez, Vásquez Renato Adrián. "Storytelling Transmedia en la Publicidad Ambiental: Caso Toms." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/653288.
Full textThe following essay aims to demonstrate the influence and effect that a tool of immersion and communicative participation in the consumer can have, such as the Transmedia Storytelling; with a repeated speech by various brands, as is the eco-friendly trend. The importance of demonstrating the effects that this narrative strategy can have in a discourse, that currently generates distrust and lack of credibility by part of a committed and concerned consumer, is to corroborate it as a strategy and resource that can be adopted by brands to generate a vehicle to transmit brand ideas and be efficiently accepted by the target audience. Similarly, it's extrapolation to other advertising areas would be corroborated in order to have a true and credible conversation with users.
Trabajo de investigación
Pardo, Federico. "New media and transmedia for documentary storytelling: a comprehensive approach." Thesis, Montana State University, 2011. http://etd.lib.montana.edu/etd/2011/pardo/PardoF0511.pdf.
Full textDIAS, MARIANA CASTRO. "TRANSMEDIA STORYTELLING: CREATING STORIES IN THE ERA OF MEDIA CONVERGENCE." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2015. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=29399@1.
Full textEm um mundo de excesso de informação e convergência de mídias, cada vez mais produtores de entretenimento e marcas tentam encontrar seus consumidores em uma variedade de plataformas. O conteúdo redundante não contribui em nada para a mobilização da audiência, ao passo que uma narrativa transmidiática bem construída pode instigar a circulação do espectador entre os meios a fim de saber mais sobre uma história. O objetivo da presente dissertação é pensar o ato narrativo através de várias mídias de forma integrada, de maneira a criar conteúdo complementar e relevante. Para alcançá-lo, tornou-se necessário clarificar o termo narrativa transmidiática devido a seu uso anuviado pela mídia e meio acadêmico, que muitas vezes o confundem com branding ou mídias digitais. Foram analisados elementos fundamentais para o desenvolvimento desse tipo de narrativa e realizados estudos de casos centrados nas séries da Pemberley Digital, The Lizzie Bennet Diaries e Emma Approved e nas séries sociais produzidas em uma parceria entre a Intel e a Toshiba, Inside, The Beauty Inside e The Power Inside.
As we live in a world of information overload and media convergence, more and more entertainment producers and brands try to find their consumers in every platform they can. Redundant content doesn t contribute anything to audience experience, unlike a well-built transmedia narrative that can offer interesting content that instigates gathering among media to learn more about a story. The objective of this dissertation is to think the narrative act through many platforms in an integrated way, in order to create complementary and relevant content. To achieve this, it has become necessary to clarify the term transmedia storytelling clouded due to its use by media and academy, which often confuse it with branding or digital media. Fundamental elements were analyzed for the development of this type of narrative and case studies were done, covering the Pemberley Digital series, The Lizzie Bennet Diaries and Emma Approved and the social series produced in an Intel and Toshiba partnership, Inside, The Beauty Inside and The Power Inside.
Zuhadmono, Alvia. "Transmedia storytelling in the music industry : The case of BTS." Thesis, Jönköping University, HLK, Medie- och kommunikationsvetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-54699.
Full textMerlo, Seth. "Narrative, story, intersubjectivity: Formulating a continuum for examining transmedia storytelling." Thesis, Merlo, Seth (2014) Narrative, story, intersubjectivity: Formulating a continuum for examining transmedia storytelling. PhD thesis, Murdoch University, 2014. https://researchrepository.murdoch.edu.au/id/eprint/23887/.
Full textLima, Roberto Carlos Santana. "Glee: uma transmedia storytelling e a construção de identidades plurais." reponame:Repositório Institucional da UFBA, 2013. http://www.repositorio.ufba.br/ri/handle/ri/13060.
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O objetivo deste trabalho é fazer um estudo de caso do grupo de coral da série Glee na sua primeira temporada. Procura-se, através desse seriado, demonstrar como suas arrativas podem impactar para a derrubada de alguns pré-conceitos ao abordar alguns marcadores sociais como os de cor/raça, gênero, nacionalidades subalternas, deficiências, e outros, ainda considerados tabus, como a homossexualidade e a homoparentalidade. Para tanto, discutiram-se as construções identitárias e a dinamicidade da cultura e a inter-relação entre elas; o papel da mídia como meio de questionamento de tabus; a construção histórica das identidades de gênero e sexual, elencando autores, como Butler, Cunha, Furlani, Kellner, Miskolci, Weeks e outros, para sustentar nossa argumentação e colocar em evidência conceitos que abordam as diferentes culturas e demonstram os limites e possibilidades do corpo, a fim de criticar uma realidade e construir outra, fruto dos novos tempos.
Long, Geoffrey A. "Transmedia storytelling : business, aesthetics and production at the Jim Henson Company." Thesis, Massachusetts Institute of Technology, 2007. http://hdl.handle.net/1721.1/39152.
Full textIncludes bibliographical references (p. 177-181) and index.
Transmedia narratives use a combination of Barthesian hermeneutic codes, negative capability and migratory cues to guide audiences across multiple media platforms. This thesis examines complex narratives from comics, novels, films and video games, but draws upon the transmedia franchises built around Jim Henson's Labyrinth and The Dark Crystal to provide two primary case studies in how these techniques can be deployed with varying results. By paying close attention to staying in canon, building an open world, maintaining a consistent tone across extensions, carefully deciding when to begin building a transmedia franchise, addressing open questions while posing new ones, and looking for ways to help audiences keep track of how each extension relates to each other, transmedia storytellers can weave complex narratives that will prove rewarding to audiences, academics and producers alike.
by Geoffrey A. Long.
S.M.
Wakefield, Jenny S. "A Phenomenology of Fostering Learning: Alternate Reality Games and Transmedia Storytelling." Thesis, University of North Texas, 2016. https://digital.library.unt.edu/ark:/67531/metadc849769/.
Full textFreeman, M. "Wizards, jungles & men of steel : the industrial history of transmedia storytelling." Thesis, University of Nottingham, 2015. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.687390.
Full textGenovese, Erika <1998>. "Marvel and DC Multiverse: A Journey into Transmedia Storytelling and Media Franchises." Master's Degree Thesis, Università Ca' Foscari Venezia, 2022. http://hdl.handle.net/10579/22019.
Full textSpaulding, Eric. "Transmedia Storytelling: Principles, practices, and prototypes for designing narrative experiences with the audience." Research Showcase @ CMU, 2012. http://repository.cmu.edu/theses/31.
Full textAtaci, Tugçe. "Transmedia storytelling and participation for peacebuilding and peace education: Rwandan youth, digital inclusion, and socio-political context." Doctoral thesis, Universitat Pompeu Fabra, 2021. http://hdl.handle.net/10803/672851.
Full textAquesta tesis analitza les formes i el grau en que la narrativa transmèdia i la participació transmèdia poden beneficiar els processos de construcció de pau a les societats post-genocidi. A partir de la investigació etnogràfica realitzada a Kigali, Ruanda, durant un període de tres mesos entre febrer i maig del 2019, aquesta tesis té com a objectiu aportar llum sobre les pràctiques digitals dels joves ruandesos. La investigació va incloure etnografia virtual i presencial amb estudiants d’educació secundària d’entre 13 i 19 anys que van participar en tallers de narrativa transmèdia, on van interactuar amb projectes transmèdia de no ficció sobre els genocidis a Ruanda, Guatemala i Cambodja, i van crear contingut sobre temes que van trobar interessants en relació a la reconciliació post-genocidi i a la construcció de la pau en aquestes societats. També es van utilitzar entrevistes i grups de discussió com a mètode que permeten aprofundir en la comprensió de les activitats i els enfocaments en línia d’aquestes adolescents sobre les tecnologies digitals. Els resultats mostren que, malgrat que els joves adquireixen diverses habilitats transmèdia, la seva inclusió digital i la seva participació transmèdia per a la construcció de pau es veuen afectades pel context socioeconòmic i polític de la Ruanda post-genocidi.
Esta tesis analiza las formas y el grado en que la narrativa transmedia y la participación transmedia pueden favorecer los procesos de construcción de la paz en una sociedad post-genocidio. Basándose en una investigación etnográfica realizada en Kigali, Ruanda, durante un período de tres meses entre febrero y mayo de 2019, esta tesis tiene como objetivo arrojar luz sobre las prácticas digitales de los jóvenes ruandeses. La investigación incluyó etnografía virtual y presencial con estudiantes de secundaria de entre 13 y 19 años, los cuales participaron en talleres narrativos donde interactuaron con proyectos transmedia de no ficción sobre los genocidios en Ruanda, Guatemala y Camboya; asimismo, crearon contenidos sobre temas relacionados con la reconciliación y la construcción de la paz después del genocidio en dichas sociedades. Las discusiones en grupos focales y las entrevistas también se utilizaron como método para alcanzar una comprensión profunda de las actividades en línea de estos adolescentes y su forma de abordar las tecnologías digitales. Los resultados muestran que, aunque los jóvenes adquieren diversas habilidades transmedia, su inclusión digital y su participación transmedia para la construcción de paz se ven afectadas por el contexto socioeconómico y político en la Ruanda posterior al genocidio.
Blumenthal, Henry (Hank). "Storyscape, a new medium of media." Diss., Georgia Institute of Technology, 2016. http://hdl.handle.net/1853/54989.
Full textNEGRI, ERICA. "OLTRE IL FRANCHISE. TRANSMEDIA STORYTELLING FRA NARRAZIONE E PRATICA DISTRIBUTIVA NELL'ERA DIGITALE DELLA CONVERGENZA." Doctoral thesis, Università Cattolica del Sacro Cuore, 2015. http://hdl.handle.net/10280/6169.
Full textThe processes of digitalization and media convergence have had a major impact on the procedures of production, distribution and reception of audiovisual content. However, the impact has not been limited to those areas. The emergence of cultural phenomena such as transmedia storytelling, distributed narratives, intertextuality, the hybridization of forms of discourse, the integration of elements of game-playing within the traditionally linear narrative structures, and the growing importance of world-building within the story development process attest that the paradigm shift is not only occurring at an economical, industrial and communicational level, but also at a narratological one. The aim of this research is to map this paradigm shift, with particular focus on the emergence of transmedia narrative forms.
NEGRI, ERICA. "OLTRE IL FRANCHISE. TRANSMEDIA STORYTELLING FRA NARRAZIONE E PRATICA DISTRIBUTIVA NELL'ERA DIGITALE DELLA CONVERGENZA." Doctoral thesis, Università Cattolica del Sacro Cuore, 2015. http://hdl.handle.net/10280/6169.
Full textThe processes of digitalization and media convergence have had a major impact on the procedures of production, distribution and reception of audiovisual content. However, the impact has not been limited to those areas. The emergence of cultural phenomena such as transmedia storytelling, distributed narratives, intertextuality, the hybridization of forms of discourse, the integration of elements of game-playing within the traditionally linear narrative structures, and the growing importance of world-building within the story development process attest that the paradigm shift is not only occurring at an economical, industrial and communicational level, but also at a narratological one. The aim of this research is to map this paradigm shift, with particular focus on the emergence of transmedia narrative forms.
Sjögren, Mats. "Den avgörande föreställningen : En struktur för transmediaberättandet." Thesis, Högskolan Dalarna, Litteraturvetenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:du-14660.
Full textMoreno, Quiñones Elizabeth Cristina. "Nuevas propuestas y narrativas audiovisuales: Análisis de fashion films, caso Tender Stories de Tous." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2019. http://hdl.handle.net/10757/652590.
Full textThis research work seeks to investigate how they are posing and developing the introduction of the audiovisual world through this new narrative, fashion films, advertising and the reception that it has. To be able to understand in an adequate way, different authors will be consulted that speak about this topic, as well as about the concepts that a fashion film covers and that will help us to understand why they are an option so used by different brands and so well received by the public. We will also focus on a specific case: the Tous Tender Stories campaign. All of the above, with the aim that more audiovisuals see in this area of the audiovisual with advertising an opportunity not only as a window to show their creativity and work but as a work field in which they can develop.
Trabajo de investigación
Jenkins, Alexandra Mary. "Women's Experimental Autobiography from Counterculture Comics to Transmedia Storytelling: Staging Encounters Across Time, Space, and Medium." The Ohio State University, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=osu1407770633.
Full textBozic, Sonja. "Transmedia Storytelling Through the Lens of Independent Filmmakers: A Study of Story Structure and Audience Engagement." Ohio University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou154152508641946.
Full textCarvalho, Miguel Nunes. "O recurso ao transmedia storytelling para promoção da imagem de uma empresa de design e criatividade." Master's thesis, Universidade de Aveiro, 2017. http://hdl.handle.net/10773/23403.
Full textCom um mercado cada vez mais saturado a nível de informação e publicidade, é fundamental que as empresas comecem a explorar novos e diferentes meios e métodos para atingir o seu público alvo. Nesse sentido, desenvolveu-se um estudo que teve como finalidade analisar o recurso ao Transmedia Storytelling para promover a imagem de uma empresa de design e criatividade. Numa fase inicial, foi fundamental identificar quais os elementos necessários que este tipo de estratégia deve conter. Numa fase seguinte, foi desenvolvido e lançado um protótipo de uma estratégia de Transmedia Storytelling, tendo posteriormente este sido avaliado por um grupo de pessoas com ligação à empresa e por um grupo de Peritos da área. Os dados obtidos permitiram identificar determinados elementos-chave na implementação de uma estratégia de Transmedia Storytelling, que podem ser agrupados em três áreas: Plataformas, participação e experiência. A investigação desenvolvida possibilitou aprofundar o conhecimento sobre a aplicação de estratégias de Transmedia Storytelling na promoção empresarial, tendo revelado que estas podem ser um meio interessante e inovador para realizar a promoção da imagem de uma empresa.
With an increasingly saturated market in information and advertising, it is critical that companies begin to explore new and diverse ways and methods to reach their target audience. In this sense, this study aimed to analyze the use of Transmedia Storytelling to promote the image of a design and creativity company. At an early stage, it was crucial to identify the necessary elements that this type of strategy should contain. In the following phase, a prototype of a Transmedia Storytelling strategy was developed and launched, and was later evaluated by a group of people connected to the company and by a group of professionals in the area. The data obtained allowed to identify certain key elements in the implementation of a Transmedia Storytelling strategy, that can be grouped in three areas: platforms, participation and experience. The research that was developed allowed to deepen the knowledge about the application of a Transmedia Storytelling strategy in the business promotion, having revealed that these types of strategy can be an interesting and innovative way to carry out the promotion of a company image.
Gonçalves, Rita Maria Pinto do Souto Pinto. "Storytelling in corporate branding : application to a McDonald's Portugal Digital Platform." Master's thesis, Instituto Superior de Economia e Gestão, 2011. http://hdl.handle.net/10400.5/10202.
Full textEsta tese é uma reflexão teórica e prática sobre a presença do storytelling na comunicação corporativa, numa perspectiva que compreende a semiótica e a narratologia num contexto de comunicação estratégica de marketing. Analisamos a junção entre os conceitos de storytelling corporativo, storytelling da marca, storytelling do consumidor e storytelling digital, uma vez que todos se reúnem num diálogo da marca, entre a empresa e o consumidor. O estudo exploratório assentou na nova plataforma da McDonald's "Histórias com M" e foi conduzido de forma a aferir a presença de uma comunicação estruturada na forma de história e para ressaltar quais os pontos comuns na comunicação da marca, através da representação de arquétipos. Apuramos que o storytelling corporativo da McDonald's, relativamente à sua imagem de empregador comunica essencialmente inspiração e determinação como os elementos-chave comuns e partilhados entre os (antigos) trabalhadores.
This dissertation is a theoretical and practical reflection on the presence of Storytelling in Corporate Branding, from a perspective that includes semiotics and narratology in the context of marketing communication strategy. We analyze the merging among the concepts of organizational storytelling, branding storytelling, consumer storytelling and digital media storytelling as they all mingle into a branded dialogue between the company and the consumer. The exploratory research on McDonald's new platform "Histórias com M" was conducted in order to assess the presence of a story form structured communication and to enhance the touching points in the brand's communication, by means of archetypal representation. We found that McDonald's corporate storytelling on branding an employer image essentially communicates inspiration and determination as the key collective and shared elements between (former) workers.
Johansson, Nellie. "Fridays For Future : En fallstudie av en social rörelses användning av digitala medier för att kommunicera klimatförändringar och transmedialt berättande." Thesis, Malmö universitet, Malmö högskola, Institutionen för datavetenskap och medieteknik (DVMT), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-41024.
Full textHow does the social movement Fridays For Future use digital media when communicating their stance on climate change? The study at hand employs qualitative interviews in order to discern how the organisation use digital media and external transmedia storytelling in their fight for climate preservation. Here, representatives of the organisation are interviewed about strategic decisions taken in regards to organisational digital media use. The collected data was categorized using qualitive content analysis. Additionally, a supplementary netnographic study is featured in which the campaign #Withdrawthecap is examined. The netnographic study resulted in a large amount of data, which was processed through a qualitive data analysis with the support of Gambarato's (2013) analytic considerations. This study unveils the prominence of transmedia mobilization. Furthermore, digital media are used to organize strikes and quickly respond to politicians' decisions regarding the climate issue. The #Withdrawthecap campaign uses most of the elements that defines transmedia storytelling which indicate that the narrative form is used to some extent to communicate climate change.
Lynch, Daniel T. "Holding transmedia: Narrative at the intersection of print and digital creative writing." Thesis, Queensland University of Technology, 2017. https://eprints.qut.edu.au/107048/1/Daniel_Lynch_Thesis.pdf.
Full textCalhoun, Claudia. ""The Story You Are About to Hear Is True"| Dragnet, Transmedia Storytelling, and the Postwar Police Procedural." Thesis, Yale University, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=3582257.
Full text“The Story You Are About to Hear Is True”: Dragnet, Transmedia Storytelling, and the Postwar Police Procedural" places the radio, television program, and feature film, Dragnet (19491959), at the intersection of cultural history and media history during the U.S. postwar period. The program, which follows two police detectives as they investigated crime, was drawn from real cases from the Los Angeles Police Department. By bringing audiences into police work with a new seriousness, Dragnet functioned artistically and ideologically as a pedagogical site for U.S. citizens. Heavily influenced by the program's collaboration with the LAPD, Dragnet presented an ideal of civic cooperation that responded to the increased faith in professionalized knowledge and organizational competence resulting from the successes of World War II.
This dissertation argues that Dragnet's place in postwar culture cannot be understood apart from its place in media history. The source of Dragnet's pedagogical effectiveness, as well as its popularity, was an aesthetically ambitious form of realism that crossed media platforms. By breaking the hackneyed conventions of crime drama, Dragnet reinvigorated radio drama (19491957). It then carried its prestige over to television (1951-1959), where it defined the terms of one of the new medium's most stable genres, the police procedural. In 1954, it became one of the first television shows to become a feature film. In addition to its contribution to postwar culture, Dragnet's fluid movement across media fills out the history of transmedia storytelling and convergence culture, making an important intervention in media studies.
Combining archival research and close textual analysis to see the full spectrum of Dragnet's cultural influence, this project contributes to a fuller understanding of how industrial practices shape civic knowledge and definitions of citizenship, a critical concern in an increasingly mediated age.
GOMEZ, BERTA. "A Humanistic-Geek approach to Transmedia Storytelling : Transforming Users into Heroes and Authors to build a Sustainable Universe." Thesis, Umeå universitet, Institutionen för informatik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-81349.
Full textMinihan, Mikaela. "Transmedia Storytelling for the Digital Generation: A Guide for Self-Publication with the Adobe® Digital Publishing Suite." Digital Commons @ East Tennessee State University, 2012. https://dc.etsu.edu/honors/48.
Full textSilva, Maria Teresa Martins. "Uma estratégia de gamification para o envolvimento do utilizador em conteúdos transmedia: Anamnesis, um estudo piloto." Master's thesis, Universidade de Aveiro, 2015. http://hdl.handle.net/10773/15409.
Full textNos últimos anos, é cada vez mais evidente a criação e desenvolvimento de projetos transmedia através dos quais é possível a produção de narrativas mais imersivas e expansivas, a partir da concepção de diversos conteúdos para múltiplas plataformas. De forma a manter o utilizador mais envolvido em toda a narrativa podem ser incorporadas estratégias de gamification que possibilitem uma maior interação entre a audiência e os diferentes conteúdos, assim como entre os próprios utilizadores. Com o presente projeto, identificou-se, a partir de vários casos de estudo, quais foram as estratégias de gamification utilizadas em projetos relevantes e de que forma estas contribuíram para um maior envolvimento dos utilizadores nas narrativas em que estão inseridas. De seguida, foi criado um projeto transmedia, Anamnesis, no qual foram inseridas estratégias de gamification, como forma a verificar-se se estas contribuíram para uma maior envolvência dos utilizadores. Através da realização de entrevistas foi possível confirmar que os utilizadores se sentiram mais motivados e envolvidos para seguir a narrativa quando foram introduzidas estratégias de gamification no projeto. Desta forma, e tendo em conta as estratégias de gamification utilizadas, identificaram-se vantagens na sua integração em projetos transmedia.
In recent years, the creation and development of transmedia projects has become fairly evident, in which it is possible the production of more immersive and vast narratives, by the conception of many different contents for multiple platforms. As a way to make the user more involved in the whole story, it can be introduced gamification strategies, promoting a bigger interaction between the audience and the various contents, as well as between it’s users. With this project, it has been identified, through multiple case studies, which gamification strategies were used in relevant projects and in which way they contributed for a bigger participation in the narratives that these strategies are included. Then, it was created a transmedia project, Anamnesis, in which gamification strategies were implemented, as a way to verify if the aforementioned strategies contributed for a higher user’s involvement. By conducting interviews, it was confirmed that the users felt more involved with the narrative and more motivated to follow it when gamification strategies were introduced in the project. Therefore, and considering the gamification strategies that were implemented, advantages in the use of transmedia projects were identified.
Konzal, Adalbert Woitek. "Entertainment architecture : constructing a framework for the creation of an emerging transmedia form." Thesis, Queensland University of Technology, 2011. https://eprints.qut.edu.au/50489/1/Adalbert_Konzal_Thesis.pdf.
Full textVolkova, Elena. "Operation 'Homecoming': Exploring the capacity of transmedia storytelling to support integration of the female defence force personnel back in to civilian life." Thesis, Queensland University of Technology, 2017. https://eprints.qut.edu.au/104570/9/Elena_Volkova_Thesis.pdf.
Full textKanco, David. "Transmedia education on carbon capture and storage technology : The case of the CO2 degrees challenge." Thesis, Jönköping University, HLK, Medie- och kommunikationsvetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-54648.
Full textPenner, Tomaz Affonso. "O universo narrativo de Latitudes: um estudo de caso das estratégias de transmidiação em uma produção ficcional brasileira." Universidade de São Paulo, 2016. http://www.teses.usp.br/teses/disponiveis/27/27152/tde-21032017-111021/.
Full textThe present study aims to identify and systematize transmediation strategies developed by the producers of the series Latitudes (2013, 2014), a project distributed in three different platforms: internet (YouTube), television and cinema (so, in three formats: webseries, TV series and film). The work discusses the emergence of new genres and formats relating them to the context of hipertelevision (Scolari, 2014) and the multi-platform content distribution, which marks the audiovisual experience in contemporary culture and ensures more autonomy and agency to the audiences (Castells, 2009). We also discuss the new business opportunities in the convergence culture (Jenkins, 2008), particularly on YouTube, which works as a repository for the webseries Latitudes, with the distribution and consumption increasingly guided by streaming platforms, that are gaining ground against the traditional television broadcast model. It was also possible to see that these new dynamics, supported by the Internet, create new production processes. Based on the Language theory of Bakhtin (2003) and reflections on genres using Barthes (2009), Eco (1994) and Mungioli (2012). Through these analyzes, we see a connection between the fictional and documentary genres in the television version of our empirical object. After these advances, we reach the stage of systematization of transmediation strategies developed in Latitudes, realizing that it incorporates different kinds of distribution and consumption that are presented as trends in the Brazilian audiovisual production. As main results, we identified propagation strategies (Fechine, 2013), and the use of rewatchability (Mittel, 2011) for the establishment of transmidiation in Latitudes. We also add to the discussion the strategy of product placement (Miller, 2014), through scripted insertions, as an effectively capitalization model for audiovisual products that rely on the internet as a primary vehicle of distribution.
Dristig, Niclas. "Searching for milk hares : Evaluating a web-based tool for location-based storytelling within cultural heritage." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18749.
Full textGutiérrez, Arias Brayan Alfredo. "No queremos publicidades, queremos historias. La inmersión del prosumidor en la Narrativa Transmedia: Campaña Intercambiados, Marca Perú." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/653589.
Full textThis research aims to show the opportunities that transmedia narratives offer compared to traditional advertising. During the study we will analyze the importance of the prosumer in the transmedia narrative elaborated by Marca Perú in its advertising campaign Intercambiados, and we will focus on one of the principles proposed by Henry Jenkins: “immersion”. This is because traditional advertising is considered invasive and most consumers reject it, which is why the immersion of the prosumer in the transmedia narrative helps to go unnoticed in the advertising of a story. In this sense, our analysis will be developed through a qualitative approach. Likewise, the method to be used is that of grounded theory, and semi-structured interviews will be carried out with young people between 20 and 25 years of age, who reside in Lima Metropolitana and who are followers of Marca Perú fan page.
Trabajo de investigación
Crawford, Fiona. "Augmenting author-activism: An examination of how a continuing primary text and digital media inform contemporary non-fiction author-activism." Thesis, Queensland University of Technology, 2016. https://eprints.qut.edu.au/101096/1/Fiona_Crawford_Thesis.pdf.
Full textAzevedo, Maria Alexandra Gandra. "As experiências pessoais na construção de uma narrativa transmedia para exploração de cidades." Master's thesis, Universidade de Aveiro, 2015. http://hdl.handle.net/10773/15406.
Full textA enorme quantidade de vídeos publicados na web sobre visitas individuais a cidades garante um vasto arquivo público de dados videográficos com potencial para expandir a visão desses locais. Este estudo centrou-se no pressuposto que, ao visitar uma cidade, será possível conhecê-la através de uma história fictícia, gerada em torno de experiências vivenciadas no mesmo local e registadas anteriormente em vídeos publicados em plataformas de partilha de vídeo, como o Youtube. Nesse sentido, teve como finalidade desenvolver narrativas transmedia em torno de experiências pessoais que, ao mesmo tempo, contribuíssem para o aumento do interesse por locais específicos inerentes às narrativas. Foram recolhidos vídeos em plataformas de vídeos, e estes foram integrados numa narrativa. O projeto materializou-se com a criação de uma plataforma Web e também para terminais móveis. Com 26 vídeos espalhados por Aveiro, Portugal, preparou-se a experiência transmedia que, no fim, foi avaliada por um grupo de utilizadores. Concluiu-se que o facto de ter sido explorada uma história contribuiu para um maior interesse pela cidade, e que a forma como os vídeos foram integrados na narrativa foi muito interessante e original. A narrativa destacou-se e foram evidenciadas as possibilidades que projetos futuros, cientes das necessidades expostas nesta experiência, podem ter.
The sheer amount of videos published on the web about individual visits to cities ensures a wide public archive of videographic data with the potential to expand the vision of these places. This study focused on the assumption that by visiting a city, you can get to know it through a fictional story, generated around experiences lived in the same place and previously recorded videos posted on video-sharing platforms like Youtube. In that sense, the aim was to develop transmedia narratives around personal experiences which, at the same time, contributed to increase the interest in specific locations inherent to the narratives. Videos were collected on video platforms, and these were integrated into a narrative. The project materialized with the creation of a web platform and one for mobile terminals. With 26 videos spread about Aveiro, Portugal, the transmedia experience was prepared so that, in the end, it was evaluated by a group of users. The conclusion was that the fact of having explored a story actually contributed to a greater interest in the city, and the way in which the videos were integrated into the story was very appealing and original. The story stood out and possibilities for future projects were highlighted, having in mind the needs exposed in this experience.
Waites, Peter. "On the Boundaries of Watchmen : Paratextual Narratives across Media." Licentiate thesis, Uppsala universitet, Engelska institutionen, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-266867.
Full textMarlet, Ramon Queiroz. "Transportation em narrativas transmídia: estudo sobre os efeitos cognitivos e sociais da exposição dos fãs a um universo ficcional multiplataforma contemporâneo." Universidade de São Paulo, 2016. http://www.teses.usp.br/teses/disponiveis/27/27153/tde-17032017-160043/.
Full textThis research has as main objective the study of the relationship between fans and transmedia storytelling from the transportation construct perspective, understood as a convergent process where almost all of mental systems and capacities of individuals become focused on the events that occur in a narrative, being a key mechanism of attitude, belief and behavior change. For this venture, we use as methodology the application of the original scales developed by Green (1996) and Williams et al (2010) for written and audiovisual narratives respectively, which were duly adapted and psychometric validated to the national context. Thus, we performed two experiments: in the first (n = 140), we studied the relationship between fans and the narratives of books of a transmedia fictional universe, and in the second (n = 187), we investigated the relationship between fans and the narratives of movies of this same universe. As results, we had that although the narratives used as stimulus belong to the same fictional universe, each one has its own fan profile corresponding; in relation to factors associated with the fact that the individual be a fan of these narratives, we had age, gender (only in experiment 2), the situational transportation and story consistent beliefs as variables that increase the likelihood of this person becoming a fan, which means that they greatly increase the chances of this person consuming the narratives of this universe in more than one media platform, participate in online communities and achieve at least one of the characteristic activities of the fans - like fanfiction, e-zine (fanzine), fanarts, fanvideos, cosplay, fanhits and discussion in online forums -, which supports the fan definition proposed by this study. Furthermore, theoretical and empirical implications are also discussed and an avenue of future research suggestions emphasized. Thus, we conclude that the cognitive approach proposed here is shown as an interesting alternative in the study of contemporary transmedia fandom, whose research has focused, in recent decades, within the field of cultural studies.
Monte, Salvador Carlos. "LAS ESTRUCTURAS COMO PROCESO. Anomalías cotidianas: guión audiovisual, cine mutante, narrativas transmedia y teoría de sistemas." Doctoral thesis, Universitat Ramon Llull, 2017. http://hdl.handle.net/10803/406081.
Full textEsta tesis doctoral explora los conceptos fundamentales utilizados en la creación y el análisis de la narración audiovisual, especialmente aquellos relacionados directamente con el guión. El trabajo se centra en la utilización de recursos empleados en la construcción dramática y el establecimiento de la organización del relato, considerados ambos conceptos como elementos creadores de sentido. Del mismo modo se reflexiona sobre la función del guión dentro del texto cinematográfico, poniendo el foco en los aspectos estructurales y sus diversos niveles de aplicación. Consciente de que nos encontramos en un momento crucial en el desarrollo de los medios de comunicación en los que la transversalidad, la fragmentación y la conectividad se constituyen como características básicas, la tesis evidencia la pobreza tanto del formato del guión como del aparato de análisis utilizados hasta el momento. Frente a esa situación, el ensayo plantea la necesidad de la creación de nuevas herramientas, metodologías y modelos en consonancia con los requerimientos actuales, haciendo énfasis en los siguientes puntos: - la finalización del monopolio de la escritura como herramienta constructiva y de análisis. - la evidencia de que el modelo de los tres actos resulta deficiente para explicar el polimorfismo de la producción cinematográfica internacional. - el reconocimiento de la pluralidad de caminos válidos para la creación de obras audiovisuales ricas y variadas, acordes con las inquietudes del momento histórico. - la necesidad de la aplicación de la visualización de información y las teorías de la complejidad como elementos fundamentales para la articulación de un nuevo discurso sobre la creación, análisis y crítica audiovisual. En ese sentido, el estudio se aproxima al tema para tratarlo desde una nueva perspectiva más sistémica, con la intención de sentar las bases para la elaboración de esa nueva forma de creación y análisis del guión audiovisual y el transmedia, en sintonía con los tiempos que vivimos, las herramientas que manejamos y las historias que necesitamos.
This doctoral thesis explores the fundamental concepts used in the creation and analysis of audiovisual narrative, especially those directly related to the script. The work focuses on the use of resources employed in dramatic construction and the creation of the organization of the story, considered both concepts as meaning-making elements. In the same way, it reflects on the role of the script as part of the cinematographic text, focusing on the structural aspects and their different levels of application. Being conscious that we are at a crucial moment in the development of the media in which transversality, fragmentation and connectivity constitute their basic characteristics, the thesis shows the poverty of both the format of the script and the analytical apparatus used until now. Facing this situation, the essay shows the need for the creation of new tools, methodologies and models in line with current requirements, with emphasis on the following points: - the end of the monopoly of writing as a constructive and analytical tool. - the evidence that the three acts model is unable to explain the polymorphism of international film production. - the recognition of the plurality of valid ways to create rich and varied audiovisual works, in line with the concerns of the present historical moment. - the need for the application of information visualization and theories of complexity as fundamental elements for the articulation of a new discourse on audiovisual creation, analysis and criticism. In that sense, the study approaches the subject to treat it from a new, more systemic perspective, with the intention of laying the groundwork for the elaboration of this new form of creation and analysis of the audiovisual and the transmedia script, in tune with the times we live in, the tools we use and the stories we need.
Lilja, William, and Julia Jönsson. "Transmedialt berättande som marknadsföringsverktyg : En studie om hur Generation Z ställer sig till marknadsföring i flera mediekanaler i olika format." Thesis, Malmö universitet, Institutionen för datavetenskap och medieteknik (DVMT), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-44714.
Full textPurpose – This paper aims to examine the phenomenon transmedia storytelling as a marketing tool and how Generation Z responds to marketing that communicate information through several media channels in different formats. From a historical perspective, transmedia storytelling has mainly been used in the entertainment industry and is described as an interactive narrative that exists on multiple platforms in different formats. From fictional stories, the phenomenon is used both as a world-creating narrative and as a useful tool for marketing campaigns. For this paper, Generation Z is defined as people who are born between the years 1995 and 2008. Methodology – The thesis has been using the approach of a method triangulation that includes a combination of a quantitative method by a survey, a qualitative method by semi-structured interviews, and a literature search. Findings and conclusion – The findings from the quantitative survey showed that the demographic cohort Generation Z has a negative attitude about marketing in several media in different formats. This is based on the target group's media habits that showed low commitment. The results from the interviews showed further findings that suggest that geographical location may be a contributing factor to the target group's low commitment. Through the qualitative interviews, further findings were shown that the respondents and the interviewees need to have a personal interest in a product, service, company, or campaign in order to want to participate or get involved with it. The most significant result was social media, that showed to be the most used medium, which strengthens previous research. The most used social media platforms were Snapchat, YouTube, and TikTok. The format that the target group showed the least engagement was marketing through traditional media channels, including television and printed material. Additional receptive formats for marketing are through influencers and short commercials. Also, the result suggested that it is difficult to engage Generation Z using site-specific storytelling, i.e., to be physically present where the campaign takes place. On the other hand, the thesis showed receptivity to elaborate and unique content, preferably recognition factors such as music.
POLETTI, LAURA. "Il transmedia storytelling come nuova strategia di Public Engagement per la valorizzazione della Terza Missione. Il caso The Shifters dell’Università degli Studi di Cagliari." Doctoral thesis, Università degli Studi di Cagliari, 2021. http://hdl.handle.net/11584/315416.
Full textGuerrero, Pico María del Mar. "Historias más allá de lo filmado: Fan fiction y narrativa transmedia en series de televisión." Doctoral thesis, Universitat Pompeu Fabra, 2016. http://hdl.handle.net/10803/385849.
Full textThe object of study of this dissertation is fan fiction ––derivative stories written by fans of a mass culture product— as a form of narrative expansion in television-based transmedia fictional universes. Specifically, an approach to fans’ creative capacity in official transmedia environments is offered alongside an insight to the textual and practical dimensions of fan fiction focusing on the case study of six local and international television series: Águila Roja, Game of Thrones, Infidels, Mistresses, Fringe and Lost. In order to achieve this, a textual analysis drawing on semiotics and narratology is applied. Both theoretical and methodological sources are complemented with digital ethnography techniques in the study of an online fan fiction community. The application of these methods posits an innovative contribution to Fan Studies and transmedia storytelling research due to lacking models of their joint implementation in both fields.
Chaves, Ana Rita Rocha. "A utilização de narrativas transmedia na comunicação institucional: o caso de estudo da escola de línguas CJO Kontakt." Master's thesis, Universidade de Aveiro, 2017. http://hdl.handle.net/10773/23057.
Full textNo âmbito do estudo foi desenvolvida uma estratégia transmediática posteriormente aplicada na escola de línguas polaca CJO Kontakt. Esperava-se que a implementação desta narrativa Transmedia em contexto de institucional gerasse mais participação e interação na relação Instituição/público. Para tal, tentou-se compreender o fenómeno Transmedia Storytelling, a sua origem, essência e aplicabilidade, assim como analisar o poder do uso de narrativas na passagem de uma mensagem. Os avanços da tecnologia permitiram aprimorar os modos de comunicação fazendo com que hoje em dia novas alternativas de disseminação da mensagem emerjam. O Transmedia surge num momento em que as audiências sofrem uma metamorfose comportamental, incitando-as a participar e interagir com a mensagem num quadro comunicacional hipermediatizado. Ao longo da presente dissertação foi explorado o comportamento da Comunicação Institucional no panorama atual, com o objetivo de testar a sua permeabilidade ao fenómeno Transmedia. Para a realização deste trabalho de investigação, foi seguida a metodologia de investigação-desenvolvimento de cariz exploratório com base em métodos de análise mistos.
In the framework of the study, a cross-media strategy was subsequently developed at the Polish Language School CJO Kontakt. It was hoped that the implementation of this Transmedia narrative in an institutional context would generate more participation and interaction in the institution / public relation. To do so, we tried to understand the Transmedia Storytelling phenomenon, its origin, essence and applicability, as well as to analyse the power of the use of narratives in the transmission of a message. Advances in technology have made it possible to improve communication modes, and nowadays new alternatives for dissemination of the message emerge. Transmedia comes at a time when audiences undergo a behavioural metamorphosis, urging them to participate and interact with the message in a hypermediatized communication framework. Throughout the present dissertation, the behaviour of the Institutional Communication in the current panorama wasexplored, in order to test its permeability to the Transmedia phenomenon. For the accomplishment of this research work a research-development methodology of exploratory nature was followed based on mixed analysis methods.
Miyamaru, Flávio. "Transições entre mídias: arcabouço tecnológico para aplicações de mídia cruzada." Universidade de São Paulo, 2010. http://www.teses.usp.br/teses/disponiveis/3/3141/tde-12082010-170848/.
Full textThe advent of new communication media and sophisticated interaction devices allows a new interaction model crossmedia which means the integrated, synergic use of multiple media. Crossmedia is also characterized by the existence of bridges that allow user navigation across media to reach the most appropriate support for the users purpose. This research focuses on these bridges, called crossmedia transitions. Transitions are investigated from the technological and interactive viewpoints. A set of requirements for crossmedia transactions was defined. Requirements were applied in the development of a framework that provided programming support for developing crossmedia applications involving desktop computers, cell phones, interactive television and interactive displays. The framework effectiveness was evaluated by developing some prototypes, which were also used in quality-in-use evaluation in a test with real users. This dissertation results were an integral part of the X-Gov project, funded by Fapesp and Microsoft Research, aiming at the use of crossmedia in e-government services.
Alves, Silvio André Lacerda. "Possibilidades de contribuição do Design Estratégico para projetos de narrativas transmídia." Universidade do Vale do Rio dos Sinos, 2018. http://www.repositorio.jesuita.org.br/handle/UNISINOS/7152.
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Em um mundo caracterizado pela convergência, grande evolução tecnológica, fortes transformações comportamentais, crescente carga informacional em um ambiente de rede e com inúmeras possibilidades de suporte midiático, lograr êxito em entregar a mensagem desejada para o usuário e obter dele a atenção necessária se tornou uma tarefa complexa. As narrativas transmídia surgiram como uma alternativa eficiente para ajudar a mitigar ou eliminar esses obstáculos e mais, oferecem um grau maior de imersão, interação e experienciação deste usuário. Ele antes consumia narrativas e agora passa a consumir narrativas transmídia. Essa mudança demonstra um processo de evolução, uma mudança de nível, em termos de comunicação. São como alterações no território comunicacional onde o usuário representa um migrante que vai e volta entre mídias e níveis de emissão-recepção. Neste sentido, considerando o Design Estratégico a abordagem que oportuniza o diálogo entre as mais diversas disciplinas e capacitações, um propulsor de relações criativas entre técnica e arte, uma alternativa para oferecer as condições experienciais tão características das soluções de transmídia storytelling, o objetivo deste trabalho de pesquisa é justamente, através do uso do método qualitativo do estudo de casos exploratórios, investigar as possibilidades de contribuição do Design Estratégico em projetos de narrativas transmídia. Como principais resultados é importante destacar o design como mediador de projetos de concepção de estratégias transmidiáticas, assim como na identificação e solução de problemas durante o processo de projetação. Além desta discussão, apresenta-se um quadro de referência para servir de elemento em futuras reflexões e experimentações de empresas de comunicação ao conduzirem projetos comunicacionais, especialmente de narrativas transmídia.
In a world characterized by convergence, great technological evolution, strong behavioral transformations, growing informational load in a network environment and with innumerable possibilities of media support, to succeed in delivering the desired message to the user and to obtain from him the necessary attention has become one complex task. Transmedia narratives have emerged as an efficient alternative to help mitigate or eliminate such obstacles and, moreover, offer a greater degree of immersion, interaction and experience of this user. He previously consumed narratives and now begins to consume transmedia narratives. This change demonstrates a process of evolution, a change of level, in terms of communication. They are like changes in the communicational territory where the user represents a migrant that goes back and forth between media and emission-reception levels. In this sense, considering the Strategic Design the approach that facilitates the dialogue between the most diverse disciplines and capacities, a propeller of creative relations between technique and art, an alternative to offer the experiential conditions so characteristic of the solutions of transmissions storytelling, the objective of this work of research is precisely through the use of the qualitative method of the exploratory case study to investigate the possibilities of the contribution of the Strategic Design in projects of transmedia narratives. As main results, it is important to highlight the design as mediator of projects for the design of transmissive strategies, as well as in identifying and solving problems during the design process. In addition to this discussion, a frame of reference is presented to serve as an element in future reflections and experiments of communication companies in conducting communication projects, especially of transmedia narratives.
CHACEL, Marcela Costa Da Cunha. "Narrativas transmidiáticas como ferramentas Publicitárias." Universidade Federal de Pernambuco, 2013. https://repositorio.ufpe.br/handle/123456789/15771.
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O cenário contemporâneo, convergente, tecnológico, de multiplataformas midiáticas e pluralismo de linguagens, reconfigurou paradigmas anteriores, potencializou outros, além de trazer algumas mudanças, em especial, no que diz respeito ao volume de informação, acarretando numa crise da atenção. Acrescenta-se aí o fato de que os consumidores, antes vistos como sujeitos passivos, nessa conjuntura, assumem um novo comportamento cada vez mais participativo. Diante disso, a publicidade tem encontrado significante dificuldade para atingir tais consumidores, os quais não dão tanta credibilidade aos discursos publicitários tradicionais como outrora. Por essa razão, a publicidade tem fugido da abordagem imperativa e se redesenhado de modo tal que a marca e os produtos assumem um papel secundário, buscando, no entretenimento e em fenômenos próprios do cenário atual, novas estratégias para atingir os consumidores. Dentre essas estratégias está a utilização de narrativas, sobretudo, no que se refere ao desenvolvimento de mundos ficcionais para construir a mensagem publicitária. Neste sentido, este trabalho aponta para uma nova tendência para a publicidade: as narrativas transmidiáticas (histórias contadas através de distintas plataformas de mídia com cada uma contribuindo de forma nova e pertinente para o todo), entendendo tais narrativas, suas características e estrutura e analisando como podem se configurar como ferramentas publicitárias.
The current landscape, convergent, technological, of multiple media platforms and pluralism of languages, improved old paradigms, developed others, and also, brought some changes, in particular, as regards the amount of information, causing the attention crises. Added to this is the fact that consumers, once seen as passives subjects, in this context, assume a new behavior increasingly participatory. In this circumstance, advertising has encountered significant difficulty in achieving these consumers who do not give much credibility to the speeches of traditional advertising as before. Because of that, advertising has fled the imperative approach and redesigned itself such that brand and product play a secondary role, looking for, into the entertainment and into the current landscape, new strategies to reach consumers. Among those strategies is the use os storytelling, especially, as regards the development of fiction worlds to construct the advertising message. In this sense, this work points to a new trend for advertising: transmedia storytelling (narratives told across different media platforms which each one contribute in a new and valuable way to the whole), understanding those narratives, its characteristics and structure, also analyzing how it can be configured as advertising tools.
Mota, João Pedro de Azevedo Machado. "Geometrias da Experiência: das tessituras do conceito de Experiência e do conceito de Vivência em Walter Benjamin às investigações sobre o devir de uma nova categoria de experiência reticular possível em Narrativas Transmídia." Universidade de São Paulo, 2017. http://www.teses.usp.br/teses/disponiveis/27/27161/tde-17112017-110614/.
Full textThis dissertation is a comparative theoretical-practical study that launches the hypothesis of another category of possible reticular experience in the contemporary field of transmedia storytelling, based on the theoretical axis of the concepts of \"Experience\" (Erfahrung) and \"lived experience\" (Erlebnis), initially formulated by the philosopher Walter Benjamin in a context marked by characteristic socioeconomic and political convulsions and transformations of the interwar period in the 20th century. In search of a methodological rigor that reflects an attempt to overcome a bias that is only reifying the transmedia storytelling, consciously understood as a cultural merchandise of neoliberal capitalism reproduced technically, in favor of a philosophical approach on the demand for its potentially collaborative character that would produce a type of experience-in-network, taken by us as a hypothesis, whose subtleties we propose to investigate, we try to situate the context in which the Benjaminian concepts were formulated, to justify its displacement to the analysis of the new context in which transmedia storytelling arises. With this framework we hope to understand how the transmedia storytelling would open a way to the understanding of a new experience hypothetically permeated by cyberspace, simultaneously related to the fragmented and individual aspect of Erlebnis, on the one hand, and relatively compatible to the character of a knowledge shared by the inherent collectivity of Erfahrung, on the other: not exclusively defined by those concepts, but understood dialectically as a third category of experience mediated by a collective intelligence that starts from the synthesis of both. We investigate the possibilities of understanding this experience as a result of dialogical transversalities between different niche audiences related to the different narrative fragments that, aesthetically singular, autonomous of sense and diegetically complementary to each other, being dispersed in multiple media in the form of different languages, taking into account the potentially collaborative character offered by contemporary digital networks to interaction, participation and symbolic exchanges: the virtual medium would therefore be fundamental to the formulation of the geometries of a shared reticular experience. Finally, by the procedure of qualitative-quantitative textual analysis on a corpus, with a dialogical potential between samples of 46 units of narrative fragments of the Matrix universe (of the Wachowski sisters), under the themes: a) Potential of diegetically transmedia relations between fragments; and b) Invitation for collaborative participation between niches; in the case study of this canon that emerged at the transition from 20th to the 21th century, we looked for clues to the confrontation of the new propositional category of hypothetical experience-in-network, overflowing in the practical development of a video as an inspiring tool for the analysis of other universes in transmedia storytelling already existing or yet to come. In order to broaden the understanding horizons of this media narrative phenomenon, the analysis of the research does not close on its own results, but opens up for new problematizations to the related fields.