Narrative & Transmedia By Graeme Stewart and Ryan Clement.

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Presentation transcript:

Narrative & Transmedia By Graeme Stewart and Ryan Clement

Presentation Outline Description of Projects and their Pros/Cons Conclusions Theoretical Discussion

Project Murmur Established in 2003 in Kensington Market, Toronto Allows recorded audio narratives about neighbourhood locales to be listened to via a phone call

Clandestine Anomaly Under development since 2012 Sci-fi RPG augmented reality game designed for mobile devices

What was effective? Local connection through narrative Easy-to-use Easy to set-up Longevity

What was not effective? Mostly just a broadcast system Novelty wears off Easy to miss Longevity Antiquated (not an app, no video)

What was effective? Fun idea Transplantable Transition from video games to AR Player decisions could change outcome

What was not effective? Quite complicated Some elements cliché Low budget Limited connection to real world Limited technology

Liquid Land Established in 2012 Collaboration between Danish filmmakers and New Orleans musicians Repurposing storm debris for musical productons Live concerts, record, documentary

What was effective? Compelling concept Captures “spirit” of New Orleans through: -Innovation & Improvisation -Music, Water, Perseverance Easy to access

What was not effective? Lack of accessibility Closed project, no audience participation or collaboration Limited longevity

Made in Kitchener Established in 2012 Walking tour through Kitchener hotspots using mobile devices Relics of the city’s industrial past mixed with digital media access points

What was effective? Local connection through narrative Bridge gap between youth and elderly Encourages citizen participation Longevity

What was not effective? Low quality audio/video Lack of publicity Small scope Digital interfaces could be alienating for some participants

Conclusions What is the value of language? How are language and narrative inter- related? How is narrative used? How could we use narrative?

Conclusions Put your audience first Find balance between interactivity and structure Work within but to the limit of your budget Have fun

Works Cited See Attached Annotated Bibliography