Вы находитесь на странице: 1из 3

Transmedia and Video games: This is how a good story is

told
Currently, video games are considered a new kind of reading. They also play a role
in the development of transmedia storytelling. In order to prove this, we defend the
way in which video games can be used to achieve the knowledge of different
books and films through their transmedia connections with them.

What is transmedia storytelling?


Transmedia storytelling represents a process where integral elements of a fiction
get dispersed systematically across multiple delivery channels for the purpose of
creating a unified and coordinated entertainment experience. Ideally, each medium
makes a unique contribution to the unfolding of the story. So, for example, in Total
War Saga franchise, most of their information is conveyed through live action films,
a series of animated shorts, collections of comic book stories, and video games.
In the gaming world, narrative and seriality are essential. First, narrative is a way to
explain stories using digital media for the new prosumer community. The main
reason is to keep the audience engaged. Video games have been developed in the
last years by the demand of real followers, creatives and artists. Specifically, role
or RPG’s games and sports. Sports-game modality, has given birth to a personal
transmedial world that gives users the possibility to be who they want, at the same
time that at digital worlds.
Secondly, seriality in popular culture has its own specific genealogy that has
evolved over time. This phenomenon is one of the prime characteristics of one of
the youngest media, video games. The usually puzzle model of internal seriality
related by a narrative as prequels, sequels, midquels and spin-offs has been
transformed into a triad after transmedia storytelling became established due to a
technological, economic, and social paradigm shift and the development of
convergence culture.
Today, new technologies play a fundamental role in the development of our daily
lives. It is difficult to find someone who does not have a mobile phone, a computer,
a video console and a television. In this sense, as video games have become a
huge part of the life of many young people, the use of transmedia in this sector has
opened a sea of creative possibilities in the entertainment industry
Examples:
Star Wars:
This franchise is an already expansive universe—from lightsaber barbecue tongs
to Death Star ice cubes, not to mention all of the games, books and comics that
unfurl storylines like the antennae of an alien barfly at the Mos Eisley Cantina.
Pokemon:
This is one of the greatest and most common examples in pop culture. Regarding
designing, Pokemon has unfolded across games, television, films, and books, with
no media privileged over any other, becoming an immersive experience. That is
why it has become so easily a part of pop culture. If you were a child any time in
the 1990s or in the 2010s, chances are you grew up with Pokemon: watching it on
TV. Either playing the games on your Gameboy Color or Nintendo Switch. Children
are still collecting hundreds of trading cards, and decorating their room with
Pokemon toys and bedspreads. And these mediums do not even begin to cover
how huge the Pokemon empire is because we did not even mention the manga
series, movies, and other forms of the franchise. Pokemon is a prime example of
transmedia storytelling. We could pick up the trading card game tonight and learn
to play without any knowledge of the TV show or games and still have a great time.
The same concept applies to the games. While each contributes new ideas,
Pokemon, regions, and stories can be viewed, played with, and enjoyed as
separate entities.
Matrix:
In The Matrix franchise, key bits of information are transmitted through three live
action films, a series of animated shorts, two collections of comic book stories, and
several video games. There is no one single source or ur-text where someone can
turn to gain all of the information needed to comprehend the Matrix universe.
For example: The Animatrix is a ninety-minute collection of animated short films,
set in the world of The Matrix and created by some of the leading animators in the
industry. Here the character Jue must communicate a message to the crew of an
ally… Well, no spoilers.
In the opening missions of Enter the Matrix, a third-person video game which
contributes to the plot line, the player is required to retrieve the information
supplied by Jue and get it to the meeting we see in the movie. For those who have
only seen the movie, they do not get to experience this broader narrative but for
someone who has had transmedia involvement will have actually played an active
role in this plotline.
The Walking Dead:
The Walking Dead is a huge example in pop culture. The comic series debuted in
2003. Since then, The Walking Dead has been transformed into multiple media
platforms, including television, video games, books, webisodes, and board games.

Вам также может понравиться