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TRANSMEDIA RISING




             MARCH 2011
TABLE OF CONTENTS
Executive Summary ......................................................................................                3
Trend ..............................................................................................................    4
Drivers ............................................................................................................    4
Transmedia Milestones ................................................................................                  6
Case Studies ..................................................................................................         7
Significance/Relevance ................................................................................                10
Potential ........................................................................................................     10
Things to Watch: Transmedia Toys and Upcoming Hollywood Projects ..............                                        11
More from the Experts ..................................................................................               12
Dive Deeper: Where to Read, Watch, Hear or Experience More..........................                                   13




   A note to readers: To make the report easy to navigate, we’ve added hyperlinks to the Table
   of Contents and Executive Summary, so you can jump immediately to the items that most
   interest you (or, alternatively, you can read the material straight through).
TRANSMEDIA RISING
         DRIVERS                                       TREND                                    CASE STUDIES



Consumers harder to catch                                                                 Audi of America: The Art of




                             }}
                                          Content is turning transmedia:                           the Heist
                                          Borderless story worlds are
      Digital natives                     arcing over various platforms in
                                          innovative ways, providing                         Coca-Cola: Happiness
                                          consumers with multiple entry                            Factory
                                          points that encourage deep
 Passive viewers are passé
                                          engagement, often through
                                          active participation. While not a
                                                                                            Old Spice: The Man Your
                                          new concept, it’s becoming more
      Distraction as                                                                         Man Could Smell Like
      Entertainment                       pervasive—and eventually will
                                          become the norm.

                                                                                          Nokia: Conspiracy for Good
  Tech-enabled narrative


                                                                                            Decode Jay-Z with Bing
     Gaming blows up


A trans-platform/platform-                                                                  Mattel: Ken and Barbie
      agnostic world



     Worlds Colliding


                                            SIGNIFICANCE/RELEVANCE

The days of broadcasting to consumers are over, and a new era of entertaining, engaging and empowering consumers is
upon us. This requires 21st-century tactics to reach audiences at multiple touchpoints.

Getting transmedia right enhances brand mythology and creates more brand evangelists. With transmedia
entertainment properties, brands have opportunities to mesh organically into content in various forms, as multi-platform
story extensions are generally built in early on.



                                                                                                                           3
TRANSMEDIA RISING


         TREND

Content is turning transmedia: Borderless story worlds are arcing                         “What we need to do is
over various platforms in innovative ways, providing consumers with                      figure out the story
multiple entry points that encourage deep engagement, often                              behind the brand, the
through active participation.
                                                                                         place it wants to occupy
Transmedia involves narrative threads tailored for different channels                    in the consumer’s mind,
(from mobile to big screens, from social to traditional media) and        deconstruct it, make it relevant and
audiences (gamers, readers, Tweeters, etc.). While not a new concept,
                                                                          reassemble it for the relevant audiences,
it’s becoming more pervasive—and eventually will become the norm.
                                                                          on the appropriate channels. Then,
For marketers, this is an evolution of the integrated marketing           through social media, let the experience
model: Rather than a consistency across multiple touchpoints, the
                                                                          and associations grow organically.”
goal is for different channels to communicate different things (within
the overarching strategy), with an emphasis on putting the brand                                        —DEAN BAKER,
community at the center.                                                              managing director, JWT Entertainment



        DRIVERS

• Consumers harder to catch: Traditional content industries are           “In today’s interconnected world,
  struggling as people spend less on entertainment and instead             young adults, teens and even kids
  consume free (or cheap) content online. Film, TV, video gaming and
  other industries need to find innovative ways to entertain and
                                                                           have become so comfortable with
  engage. For marketers, the challenge is a fragmented media               media technology that they flow
  landscape and a consumer who demands that advertising entertain          from one platform to the next. The
  or provide some other added value.                                       problem is that their content is not
• Digital natives: So-called digital natives are starting to push          flowing with them. As a discipline,
  entertainment and media into new realms—as both entertainment            transmedia provides us with a
  creators and consumers—since transmedia mirrors their innate             foundation for the development,
  relationship with media.                                                 production and rollout of
• Passive viewers are passé: The Web has fostered a participatory          entertainment properties or
  culture, a marked contrast from the passive consumers/fans of the        consumer brands across multiple
  20th century. Transmedia generally involves elements that actively       media platforms. Transmedia creates
  engage audiences in the story.
                                                                           the flow.”
• Distraction as Entertainment: One of our “10 Trends for 2009,” this                —JEFF GOMEZ, president and CEO
  is the idea that today’s media consumers like to multitask:                     of transmedia specialists Starlight Runner
  “Understanding that people do more than one thing at a time,                   Entertainment, Forbes Q&A, March 9, 2009
  content creators are turning what could be a negative (distraction)
  into a positive (an immersive experience). By layering a multitude of
  media into entertainment, they are creating content designed for
  simultaneous consumption and engagement.”


                                                                                                                               4
TRANSMEDIA RISING



   • Tech-enabled narrative: “The crux to getting transmedia right is in the interface between technology and
               narrative,” Candyspace Media managing director Tom Thorne told New Media Age last year. The advent of the
               Web opened up myriad new possibilities for storytelling, and social media has added a key dimension. The
               proliferation of mobile screens now creates interesting new opportunities.
   • Gaming blows up: Seemingly everyone everywhere is playing games, whether on Facebook, mobile apps or older
               platforms. Games or gaming elements fit naturally into cross-platform narratives: “Stories become games;
               games become stories,” as author Frank Rose puts it. Indeed, transmedia overlaps to some extent with
               “alternate reality games,” which have been at the core of many cross-platform projects. As game play becomes
               ubiquitous across demographics, consumers will respond positively to narrative puzzles that may play out online
               and offline.
   •            A trans-platform/platform-agnostic world: Increasingly, content migrates seamlessly between platforms, from
               Web to TV and vice versa, from phone to PC to tablet. And traditional media formats (books on paper, movies on
               DVD, etc.) are rapidly morphing. Lines are becoming blurrier, with more consumers making no distinction
               between type of media or platform.

                              “Everywhere we look, stories are breaking the limits imposed by print and film and
                              video. Boundaries that once seemed clear—between author and audience, content
Joseph Moran




                              and marketing, illusion and reality—are starting to blur.”
                                                                                          —FRANK ROSE, author, The Art of Immersion


   • Worlds Colliding: It’s not just platforms and media formats that are blurring together; so too are the online and
               offline worlds (one of our “10 Trends for 2011”). Digital natives especially don’t make distinctions between the
               two. Alternate reality games like Conspiracy for Good, for example, fuse fiction with the physical world. Toys
               increasingly cross the divide—e.g., Angry Birds is both an app game and a board game.

          “The key point of transmedia storytelling is that dispersed entry points contribute to a complex
           (and complementary) universe that is greater than the sum of its parts—so that at the point of
           origin, multiple channels are not just considered but deeply planned out and integrated in ways
           that will engage the viewer where he/she is already spending their time. Only with this kind of
           tight creative integration and clarity of purpose are we able to create true cross-media
           experiences that add value across dispersed narrative paths and entertain consumers as they
           evaluate their options.”
                                                                                   —TANIA YUKI, comScore Voices blog, April 29, 2010




                                                                                                                                       5
TRANSMEDIA RISING

                                                                   While the Web is an essential element of cross-platform storytelling today,
          TRANSMEDIA MILESTONES                                    transmedia’s roots lie in precedents that range from Disney to manga to Star Wars.
                                                                   Here are some select transmedia milestones.

                                                                                                                                                                                               Disneyland opened and The Mickey
A year after Star Wars premiered, a new                                                                                                                                                        Mouse Club TV show launched as a way
character, Boba Fett, appeared in a TV                                                                                                   1955                                                  to help promote and finance the park.




                                                                                                                                                                 mem45414
special. After viewers embraced the                                                                                                                                                            Suddenly Disney was no longer simply




                                                                                                    Galamoth
subsequent action figure, he was elevated                                                                                                                                                      known for animated characters on film
to a significant film role—one of the first                                                                                                                                                    and TV. Now it was a larger story world
examples of a character from a secondary                                                                                                                                                      where the characters came to life; the
medium moving to a primary one. Beyond                                                                                                   1978                               ethos was embodied by Annette Funicello and the rest of
that, the Star Wars story world has manifested as six films, TV                                                                                                             the Mouseketeers, who sold viewers on the brand.
shows, books and toys, with the action figures allowing fans to
create their own stories.
                                                                                                                                                                                                                                   In Japan, manga and anime
                                                                                                                                         1979                                                                                      properties like Gundam (which




                                                                                                                                                                             Akinori YAMADA
       The cross-platform concept                                                                                                                                                                                                  launched in 1979) have spanned
       filtered out of Japan with                                                                                                                                                                                                  media, manifesting on TV and film,
                                                            Kichigai Mentat




       Pokémon, whose fans followed                                                                                                                                                                                                portable and console video games,
       the characters across TV, film,
       games and trading cards.
                                                                                                                                        Mid-’90s                                                                                   in print, in collectible format and as
                                                                                                                                                                                                                                   theme park attractions.


                                                                                                                                                                                                                            The Matrix: The filmmakers were inspired
      The Beast, created to promote the
                                                                                                                                         1999                                                                               by anime culture when they created this
                                                                                                                  42entertainment.com




      film A.I. Artificial Intelligence, got                                                                                                                                                                                transmedia universe that includes three
      more than 3 million players involved                                                                                                                                                                                  films, animated shorts, games, comics
                                                                                                                                                   indy138




      in a futuristic murder mystery that                                                                                                                                                                                   and merchandise.
      included thousands of websites,
      phone calls to players and, in three
      cities, real-life rallies. It was a                                                                                                2001
      pioneer in the genre of alternate reality games, which use                                                                                                                                                                     The term “transmedia”
                                                                                                                                                                                                                                     first surfaced in the ’90s,
                                                                                                                                                                                              henryjenkins.org




      online and offline components to turn storytelling into a
      massive interactive game. An ARG is inherently transmedia.                                                                                                                                                                     then was picked up in
                                                                                                                                                                                                                                     2003 by Henry Jenkins,
                                                                                                                                                                                                                                     director of MIT’s
  Lost: A blueprint for extending a TV                                                                                                   2003                                                                                        Comparative Media
                                                                              lostpedia.wikia.com




  show well beyond its time slot. The                                                                                                                                                                                               Studies Program. Now a
  story’s complexity prompted viewers                                                                                                                                                                            USC professor, Jenkins remains an influential
  to form online communities, and a                                                                                                                                                                              academic voice in the field.
  fan created the Lostpedia wiki. There
  were games, a novel “written” by a                                                                                                     2004
  character, websites for fictional entities in the show and a                                                                                                                                                               Heroes is one of several TV shows that
  series of mobisodes (mobile episodes).                                                                                                                                                                                     followed Lost’s transmedia model. This clip
                                                                                                                                                                                                                             outlines the “online stories that impact and
                                                                                                    alternaterealitybranding.com




                                                                                                                                                                                                                             extend on-air broadcasts, unique Web and
                                                                                                                                                      GuruUlly




Why So Serious?: A 2009 Cyber Grand Prix                                                                                                 2006                                                                                mobile features, and countless ways for
winner in the viral category at Cannes, this                                                                                                                                                                                 fans to interact.”
promotion for Warner Bros.’ The Dark
Knight drew 10 million-plus participants
via hundreds of Web pages, mobile,
interactive games, print, e-mail, events and
video. The alternate reality game, which centered around the
                                                                                                                                         2008
Joker, even included cakes with a baked-in phone that players
picked up from bakeries.

     “What [George] Lucas did went several steps beyond old-style character licensing and brand extensions. He created
      a unified body of work with an extensive backstory and mythology, and he determinedly guarded its canon while
      simultaneously opening up peripheral parts of his universe to exploration by other contributors.”
                                                                                                                                             —“Transmedia Storytelling Is Future of Biz,” Variety, June 26, 2009


                                                                                                                                                                                                                                                                            6
TRANSMEDIA RISING


     CASE STUDIES

Numerous campaigns today could be regarded as transmedia, with brands increasingly carrying a theme across
platforms and extending it in unique ways for different channels while encouraging consumer participation. Since 2001,
when BMW created “The Hire” short-film series, many more marketers have similarly gone beyond simply telling
viewers about the brand to make it part of a larger, engaging story. Here, a look at some classic transmedia campaigns
as well as several recent innovative efforts.

• Audi of America: The Art of the Heist: This 2005 alternate reality game involved traditional media (TV spots, print ads,
  billboards, radio), online elements and live events in spinning an interactive fiction about a stolen Audi 2006 A3. Signs
  at the New York International Auto Show asking for information about the theft drew consumers into a three-month
  story about three characters on the scent of an ambitious art heist, pursued by hit men. The online elements were
  extremely detailed (e-mails sent by the protagonists, videoconferences, blueprints, maps, surveillance videos, MP3s,
  etc.). An estimated half-million people became involved in the search for the missing car, and about a third of the
  microsite’s visitors searched for more information on the A3 (e.g., dealer locations). At the time, 2005 was one of Audi
  of America’s best years in terms of sales.
• Coca-Cola: Happiness Factory: A 2006 commercial depicted the fantastical world of the Happiness Factory that’s
  housed within Coke vending machines. That was followed by a three-and-a-half-minute “movie” about a factory
  running out of Coke and a mockumentary that went inside the factory to meet some of the workers. Coca-Cola
  brought in Jeff Gomez and his transmedia company, Starlight Runner, to expand the story world and open it up to
  audience interaction. There were more commercials, a game-based website and even an “Open Happiness” track—
  featuring artists including Cee-lo Green, Patrick Stump and Janelle Monáe—that made it into the iTunes Top 40.
  Media varied by country, with comics in Brazil, for example, and Happiness Factory characters visiting Japanese
  supermarkets.




                                                                                                                              openhappiness.tv




                                                                                                                                                 7
TRANSMEDIA RISING




• Old Spice: The Man Your Man Could Smell Like: After a TV          “Technology and free markets have allowed
  campaign featuring Isaiah Mustafa as an irresistible, over-the-    unprecedented levels of customization,
  top hunk debuted in February 2010, Mustafa’s hilarious
  character became a huge hit. Where’s the transmedia
                                                                     personalization and responsiveness such
  element? That came in July, when the Old Spice man entered         that a policy of ‘one size fits all’ is no
  the audience’s online world and interacted with fans in close      longer expected or acceptable. Telling
  to real time. Over the course of three days, the character         stories across multiple media—
  responded to fans’ social media posts with an unprecedented        transmedia storytelling—allows content
  stream of often-personalized videos, close to 200 of them. A
  week after launch, the work had been seen more than 40             that’s right-sized, right-timed and right-
  million times. Old Spice’s Twitter following and traffic to        placed to form a larger, more profitable,
  OldSpice.com spiked.                                               cohesive and rewarding experience.”
• Nokia: Conspiracy for Good: This London-based “alternate                 —Transmedia Storyteller, a company that markets a
  reality drama” was spearheaded by Heroes creator Tim Kring                 platform to “design, manage, deliver and measure
                                                                          engaging interactive, social entertainment that spans
  and sponsored by Nokia. During the summer of 2010, players
                                                                                            online, offline and mobile devices.”
  used free mobile games from Nokia’s Ovi Store to join a
  mission to aid the socially responsible group Conspiracy for
  Good. (The group’s fictional focus mirrored a real-life philanthropic element, which focused on literacy and involved
  several partner charities.) The mobile games led to websites that continued the drama. Over the course of several
  months, players could join four live events that incorporated actors playing game characters; participants received
  Nokia phones and used their augmented reality capability to help them play. More than half a million CFG casual
  games and apps were downloaded, and over 4,000 dedicated players joined the global movement.




                                                                                                                                   conspiracyforgood.com




                                                                                                                                                           8
TRANSMEDIA RISING




• Decode Jay-Z with Bing: This online/offline scavenger hunt for Jay-Z’s Decoded was designed to promote the Bing
  search engine just as much as the hip-hop star’s 2010 memoir. A partnership with Bing, the campaign involved
  reproductions of book pages popping up in the locales referenced in those pages (spanning five cities), either on
  billboards or in surprising spots, such as the lining of a jacket in a store window. At Bing.com/Jay-Z, players could use
  Bing’s 3D-photo-based maps to help them home in on the pages—the first person to discover a page either in real
  life or online won a signed book.
• Mattel: Ken and Barbie: Culminating on Valentine’s Day 2011, this Mattel
  campaign gave the iconic couple some drama: After seven years apart, Ken
  decides he wants Barbie back. Consumers could vote by text or online
  whether the two should reunite. Fans had multiple opportunities to connect
  and engage with the campaign: It played out over YouTube and other social
  media (with the characters advancing the story using Facebook, Twitter and
  Foursquare), print and outdoor (“Barbie, we may be plastic, but our love is
  real!” read one billboard). Ken also “designed” a cupcake for Barbie that was
  sold at Magnolia Bakery in New York and L.A., and contestants vied to be
  “Genuine Ken” in a Hulu-based show. Ultimately, the dolls reunited,




                                                                                                                              barbie
  garnering plenty of press attention.




                                                                                                                              barbie




                                                                                                                                       9
TRANSMEDIA RISING


       SIGNIFICANCE/RELEVANCE                                                                    “Agency planners
                                                                                                find [transmedia’s]
The days of broadcasting to consumers are over and a new era of                                 potential really
entertaining, engaging and empowering consumers is upon us. This                                exciting, as they have
requires 21st-century tactics to reach audiences at multiple                    the opportunity to deconstruct the
touchpoints. While not every brand has a story that needs to or can be          ‘media-neutral planning’ model
told across platforms, marketers as diverse as Shell, Old Spice, Coca-          and construct a different model.
Cola, Nokia and Mattel are finding innovative ways to engage
                                                                                From a planning POV, we are
consumers in compelling transmedia narratives or themes.
                                                                                basically saying you can’t separate
In many cases this takes marketers into new realms (e.g., alternate             ideas from execution, and with
reality games, reality shows, real-time video responses), pushing them          good ideas execution is inseparable
to find new ways to build deep engagement.
                                                                                from strategy. But the traditional
We’ve seen many marketers experimenting with cross-platform                     media-neutral model misses a key
methods to draw in consumers, but sometimes the threads don’t quite             factor in the transmedia model:
connect or the elements aren’t compelling enough. Getting                       social relationships.”
transmedia right, however, enhances brand mythology and creates
                                                                                       —DEAN BAKER, managing director,
more brand evangelists.
                                                                                                   JWT Entertainment
With transmedia entertainment properties, brands have opportunities
to mesh organically into content in various forms, as multi-platform
story extensions are generally built in early on. A brand can also              “The implementation [of
sponsor an entire project.                                                       transmedia] is designed to engage
                                                                                 audience members individually,
                                                                                 validating their involvement and
                POTENTIAL                                                        positively reinforcing personal
                                                                                 participation in the narrative. The
In the near term: The mobile platform has been incorporated into                 result is intense loyalty, long-term
transmedia efforts in interesting ways—the Nokia-sponsored                       engagement and a desire to share
Conspiracy for Good is one example—and it will fast become an                    the experience.”
integral part of the mix. Since mobile allows creators to fuse a story into                —website of transmedia specialists
the physical world, it opens up intriguing possibilities for blurring reality                Starlight Runner Entertainment
and fiction, a key theme in alternate reality games and transmedia
entertainment.

Meanwhile, marketing models will need to shift and creative skill sets will need to broaden. “I want to learn animation, I
want to learn video games ... I want to learn book publishing and I want to learn TV,” filmmaker Guillermo del Toro told a
reporter last year. “Why? Because, as a storyteller, I’m convinced that in the next five to 10 years, we’re going to need to
know all of that.” In 2010 the Producers Guild of America amended its Producers Code of Credits, adding “transmedia




                                                                                                                                10
TRANSMEDIA RISING


producer” to its approved titles; in part, this person maintains       “Transmedia properties are helping push
“narrative continuity across multiple platforms,” creates new           this model [of traditional licensing] into the
storylines for additional platforms, and spearheads interactive
                                                                        next decade, arguably making consumer
elements.
                                                                        products and promotions integral parts of
In the longer term: Transmedia will become the status quo. “To          maintaining and expanding the story world.”
me, ‘transmedia’ is a transitional term. By its very definition, all
media will be trans and will move fluidly,” said “story architect”                        —Starlight Runner’s JEFF GOMEZ,
                                                                                    “Whole new worlds: Transmedia storytelling
Lance Weiler to The Wall Street Journal in January, shortly before
                                                                                  opens licensing vistas,” Kidscreen, June 8, 2010
his transmedia project Pandemic 1.0 appeared at the Sundance
Film Festival.
New York Times technology reporter Nick Bilton says media platforms and formats will blur to the point of irrelevance.
Take today’s iPad books that have videos embedded and allow reader comments. “I think what is going to happen is that
a book … is a book and a newspaper article and a blog post and a tweet,” he told us in an interview last year. “They’re all
going to have the same kind of medium to them, and they’re all going to be transmedia experiences. What’s going to
separate them is the quality of the content and how well the story is told.”

  THINGS TO WATCH
  Transmedia Toys: 2011 looks to be the year of the transmedia toy. Products
  catering to a generation immersed in tech gadgets and the virtual world
  proliferated at the American International Toy Fair in February. Mattel EVP
  Tim Kilpin talked about adapting as “traditional play evolves and takes on new
  forms,” emphasizing “transmedia storytelling.” Mattel is “developing branded
  content that further shapes play” and “leveraging different media to tell each
  brand story in relevant and unexpected ways,” he said in a release.
  To see what Kilpin means, take a look at Mattel’s new franchise Monster High,
  a big hit since its mid-2010 launch. The brand revolves around characters who
  are kids of famous monsters, with names like Draculaura and Frankie Stein;
  each has plenty of backstory and knows how to dress. So in addition to
  traditional dolls, this creates plenty of opportunity for merchandise—including
                                                                                                                              moshimonsters.com
  exclusive T-shirts at Macy’s, branded apparel at girls chain Justice and
  jewelry/cosmetics at Claire’s—and media: a YouTube channel hosts webisodes, a
  teen-targeted book, a TV special (last Halloween) and possibly a live-action movie
  musical in 2012. “The brand is an entire experience,” as one reporter put it.
  Moshi Monsters, from Mind Candy, is another property developed from a transmedia perspective, one based
  around social online gaming but extending into online video (Moshi TV, still in development), apps, books, trading
  cards, toys, magazines and video games. On moshimonsters.com, kids can “adopt” cute monster pets (above) and
  play social games or tackle educational puzzles. Mind Candy—the online games company that developed the
  innovative transmedia game Perplex City—says half of all British kids age 6-12 and one in five in the U.S. have
  “adopted” a Moshi Monster, with more than 1 million virtual items sold daily.
  Upcoming Hollywood Projects: Several high-profile names will be producing projects worth watching: Filmmaker
  Guillermo del Toro has launched a transmedia enterprise, Mirada, billed as “a storytelling engine in the form of a
  company”; Ron Howard’s adaptation of the Stephen King book series The Dark Tower will involve three films (the
  first is due in 2013), with TV series between each to continue the story; and an Inception video game is being
  developed by Christopher Nolan, which the director has described as an opportunity to incorporate “all kinds of
  ideas that you can’t fit into a feature film.” While transmedia entertainment is a natural fit for the sci-fi, fantasy or
  horror genres, watch for it to expand to other genres.


                                                                                                                                                  11
TRANSMEDIA RISING


         MORE FROM THE EXPERTS
                                                                                               “As a media psychologist, I find
                                                                                                transmedia storytelling exciting
                                                                                                because it represents a movement away
  ”It’s all about the central idea: If you create a memorable                                   from the technology for its own sake
    character, then you can create an app that allows you to dig                                and toward human experience. In spite
    into the character a little bit more or a television show                                   of the breadth and dazzle of media
    based on the character’s life or a poster that reminds you                                  technologies, transmedia storytelling is
    what you love about that character. But the core principle is                               really about using technology in the
    the one that’s as old as time, which is story: A story that                                 service of a higher goal: connecting
    emotionally engages us has the opportunity to have a life                                   through storytelling.” —PAMELA
    that extends into more media possibilities.” —MATHEW                                         RUTLEDGE, director of the Media Psychology
   CULLEN, film, commercial and music video director and producer;                               Research Center, “Transmedia Storytelling: The
   co-founder of new studio Mirada                                                               Reemergence of Fundamentals,”
                                                                                                 PsychologyToday.com, Jan. 7, 2011
                   “It’s cosmically different [from the
                     traditional Super Bowl], because it’s
                     not just a TV experience, but a                               “The smarter brands will be able to immerse
                     multichannel, multi-platform, deeply                           themselves in a transmedia project and in turn attract
                     social experience.” —SHIV SINGH,                               and immerse the audience in their brand ethos, above
                     digital media chief at PepsiCo Americas                        all making people feel something.” —JAMES KIRKHAM,
                     Beverages, on today’s approach to buying a                     managing director of U.K.-based digital strategy agency Holler,
                     Super Bowl spot, USA Today, Feb. 3, 2011                       “Transmedia,” New Media Age, Sept. 9, 2010



“I think it’s an evolution from the                “I’m starting my own company called Imperative with the idea of taking
  integrated marketing model; it’s                   properties and changing the paradigm—putting the story at the center and
  not totally revolutionary. It’s just               deciding, Where does it live? Some ideas may start as a social game, and
  that everything’s constantly                       some as a multi-user online game or a series of comic books. … My next
  changing: The devices are                          television idea will have apps built into the idea. How is the audience going
  constantly changing, the                           to participate? The audiences around Glee are all getting together and
  platforms are constantly                           singing songs. … How can you aggregate that and provide that platform?”
  changing. And with that, the                       —Heroes creator TIM KRING, “Tim Kring Crosses Platforms,” Fast Company, Oct. 1, 2010
  attention of consumers needs to
  be won. And the only way we can
  win it is by having them have                        “Different media are like instruments,                       “The influence of the Internet is
  enriched, relevant experiences at                     and when you put them together,                              changing stories, by which I
  those multi-touchpoints.” —DEAN                       you can create moving                                        mean movies, television
 BAKER, managing director, JWT                          symphonies.” —JEFF GOMEZ,                                    shows, games, any number of
 Entertainment                                             Los Angeles Times, Feb. 15, 2011                          advertisements, any number
                                                                                                                     of ways that stories can be
                                                                                                                     told—it’s changing them in a
                         “As accessibility opens doors and presents new options,                                     way that is making them
                          transmedia will open the gates for enhanced experiences,                                   immersive, above all, but also
                          deeper levels of immersion and a host of options for those                                 non-linear, because the Web
                          lean-back and lean-forward moments.” —Novelist ALISON                                      itself is non-linear. That’s
                           NORRINGTON on transmedia storytelling, FutureBook, May 17, 2010                           making it somewhat game-
                                                                                                                     like and certainly very
                 “The Web allows the audience to immediately give their                                              participatory. In other words,
                  thoughts to the writers and producers so that they’re a                                            no more passive viewing; it’s
                  participant in the story’s creation. Transmedia isn’t                                              becoming a much more active
                  about platforms but a decision by the creative team                                                role.” —FRANK ROSE, author,
                                                                                                                      The Art of Immersion
                  that bakes engagement into the project’s structure at
                  inception.” —MATT LOCKE, Channel 4 acting head of cross-
                  platform, New Media Age, Sept. 9, 2010


                                                                                                                                                        12
TRANSMEDIA RISING



                    DIVE DEEPER: WHERE TO READ, WATCH, HEAR OR EXPERIENCE MORE

BOOKS
•Henry Jenkins, Convergence Culture: Where Old and New Media Collide (NYU Press, revised 2008). Transmedia
 maven Jenkins, founder of the Comparative Media Studies Program at MIT, provides an introduction to his
 ideas on media convergence and audience participation. (Jenkins also maintains a blog.)
• Frank Rose, The Art of Immersion: How the Digital Generation Is Remaking Hollywood, Madison Avenue, and the
    Way We Tell Stories (W.W. Norton & Co., 2011). Billed as “a field guide to the visionaries—and the fans—who are
    reinventing the art of storytelling,” this new book from Wired contributing editor Rose profiles marketers,
    filmmakers, game developers and others involved in innovative efforts.

WEBSITE
•Transmedia Storytelling aggregates articles, blog posts, video clips and other relevant material, including non-
 English-language content.

PRESENTATIONS
• Getting Started in Transmedia Storytelling: A Practical Guide for Beginners, by Transmedia Storyteller’s Robert
  Pratten.
• Transmedia & Advertising, by Ivan Askwith, recently named head of digital media at Lucasfilm; the
    presentation feels incomplete without audio but is explained further in a blog post.

PODCAST
• “Transmedia Talk,” from Culture Hacker, focuses on “commentary, interviews and tips on how storytelling is
    moving into the 21st century.” For example, a recent podcast looks at transmedia in Brazil. Can be accessed on
    iTunes or via Culture Hacker.

VIDEO
• Watch a sampling of experts touch on key themes at the first TEDxTransmedia, held last September.
EVENTS
• The blog MetaScott lists transmedia-related Meetup and other groups, as well as conferences and seminars
    worldwide.
• Transmedia, Hollywood 2: Visual Culture and Design: This springtime UCLA/USC symposium, co-hosted by
    Henry Jenkins, explores “the role of transmedia franchises in today’s entertainment industries” via
    creators/executives and academic researchers.
• Futures of Entertainment conference: The flagship event of MIT’s Comparative Media Studies’ Convergence
    Culture Consortium takes place in November at MIT; a keynote by Henry Jenkins is a regular feature.
• TEDxTransmedia: This independently organized TED event debuted last September in Geneva (videos of the
    talks are on YouTube); check the site for updates on the next event.
• StoryWorld Conference & Expo: Subtitled “Shaping the Future of Story Culture & Business in a Transmedia
    World,” this first-time event is planned for Oct. 31-Nov. 2 in San Francisco.

COURSE
•Transmedia Next: A periodic seminar held in London that’s advertised as “an advanced training programme
 aimed at experienced media professionals in the art, craft and business of storytelling in the 21st century.”


                                                                                                                      13
About JWT: JWT is the world’s best-known marketing communications brand. Headquartered in New York, JWT is a true global
 network with more than 200 offices in over 90 countries employing nearly 10,000 marketing professionals.

 JWT consistently ranks among the top agency networks in the world and continues its dominant presence in the industry by
 staying on the leading edge—from producing the first-ever TV commercial in 1939 to developing award-winning branded
 content for brands such as Freixenet, Ford and HSBC.

 JWT’s pioneering spirit enables the agency to forge deep relationships with clients including Bayer, Bloomberg, Cadbury, Diageo,
 DTC, Ford, HSBC, Johnson & Johnson, Kellogg’s, Kimberly-Clark, Kraft, Microsoft, Nestlé, Nokia, Rolex, Royal Caribbean, Schick,
 Shell, Unilever, Vodafone and many others. JWT’s parent company is WPP (NASDAQ: WPPGY).




                                                           TRANSMEDIA RISING                       CONTACT:
466 Lexington Avenue                                                                               Ann M. Mack
New York, NY 10017                           Written by                  Marian Berelowitz         212-210-7378
www.jwt.com | @JWT Worldwide                 Director of trendspotting   Ann M. Mack               ann.mack@jwt.com
www.jwtintelligence.com | @JWTIntelligence                                                         @annmmack
                                             Trends strategist           Christine Miranda
www.anxietyindex.com | @AnxietyIndex
                                             Trends strategist           Jessica Vaughn            Marian Berelowitz
                                             Proofreader                 Katerina Petinos          marian.berelowitz@jwt.com
                                             Copy editor                 Patty Orsini              @melonbee

                                             Design                      Paris Tempo Productions   (c) 2011 J. Walter Thompson Company.
                                                                                                   All Rights Reserved.

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JWT: Trans media rising trend report March 2011

  • 1. TRANSMEDIA RISING MARCH 2011
  • 2. TABLE OF CONTENTS Executive Summary ...................................................................................... 3 Trend .............................................................................................................. 4 Drivers ............................................................................................................ 4 Transmedia Milestones ................................................................................ 6 Case Studies .................................................................................................. 7 Significance/Relevance ................................................................................ 10 Potential ........................................................................................................ 10 Things to Watch: Transmedia Toys and Upcoming Hollywood Projects .............. 11 More from the Experts .................................................................................. 12 Dive Deeper: Where to Read, Watch, Hear or Experience More.......................... 13 A note to readers: To make the report easy to navigate, we’ve added hyperlinks to the Table of Contents and Executive Summary, so you can jump immediately to the items that most interest you (or, alternatively, you can read the material straight through).
  • 3. TRANSMEDIA RISING DRIVERS TREND CASE STUDIES Consumers harder to catch Audi of America: The Art of }} Content is turning transmedia: the Heist Borderless story worlds are Digital natives arcing over various platforms in innovative ways, providing Coca-Cola: Happiness consumers with multiple entry Factory points that encourage deep Passive viewers are passé engagement, often through active participation. While not a Old Spice: The Man Your new concept, it’s becoming more Distraction as Man Could Smell Like Entertainment pervasive—and eventually will become the norm. Nokia: Conspiracy for Good Tech-enabled narrative Decode Jay-Z with Bing Gaming blows up A trans-platform/platform- Mattel: Ken and Barbie agnostic world Worlds Colliding SIGNIFICANCE/RELEVANCE The days of broadcasting to consumers are over, and a new era of entertaining, engaging and empowering consumers is upon us. This requires 21st-century tactics to reach audiences at multiple touchpoints. Getting transmedia right enhances brand mythology and creates more brand evangelists. With transmedia entertainment properties, brands have opportunities to mesh organically into content in various forms, as multi-platform story extensions are generally built in early on. 3
  • 4. TRANSMEDIA RISING TREND Content is turning transmedia: Borderless story worlds are arcing “What we need to do is over various platforms in innovative ways, providing consumers with figure out the story multiple entry points that encourage deep engagement, often behind the brand, the through active participation. place it wants to occupy Transmedia involves narrative threads tailored for different channels in the consumer’s mind, (from mobile to big screens, from social to traditional media) and deconstruct it, make it relevant and audiences (gamers, readers, Tweeters, etc.). While not a new concept, reassemble it for the relevant audiences, it’s becoming more pervasive—and eventually will become the norm. on the appropriate channels. Then, For marketers, this is an evolution of the integrated marketing through social media, let the experience model: Rather than a consistency across multiple touchpoints, the and associations grow organically.” goal is for different channels to communicate different things (within the overarching strategy), with an emphasis on putting the brand —DEAN BAKER, community at the center. managing director, JWT Entertainment DRIVERS • Consumers harder to catch: Traditional content industries are “In today’s interconnected world, struggling as people spend less on entertainment and instead young adults, teens and even kids consume free (or cheap) content online. Film, TV, video gaming and other industries need to find innovative ways to entertain and have become so comfortable with engage. For marketers, the challenge is a fragmented media media technology that they flow landscape and a consumer who demands that advertising entertain from one platform to the next. The or provide some other added value. problem is that their content is not • Digital natives: So-called digital natives are starting to push flowing with them. As a discipline, entertainment and media into new realms—as both entertainment transmedia provides us with a creators and consumers—since transmedia mirrors their innate foundation for the development, relationship with media. production and rollout of • Passive viewers are passé: The Web has fostered a participatory entertainment properties or culture, a marked contrast from the passive consumers/fans of the consumer brands across multiple 20th century. Transmedia generally involves elements that actively media platforms. Transmedia creates engage audiences in the story. the flow.” • Distraction as Entertainment: One of our “10 Trends for 2009,” this —JEFF GOMEZ, president and CEO is the idea that today’s media consumers like to multitask: of transmedia specialists Starlight Runner “Understanding that people do more than one thing at a time, Entertainment, Forbes Q&A, March 9, 2009 content creators are turning what could be a negative (distraction) into a positive (an immersive experience). By layering a multitude of media into entertainment, they are creating content designed for simultaneous consumption and engagement.” 4
  • 5. TRANSMEDIA RISING • Tech-enabled narrative: “The crux to getting transmedia right is in the interface between technology and narrative,” Candyspace Media managing director Tom Thorne told New Media Age last year. The advent of the Web opened up myriad new possibilities for storytelling, and social media has added a key dimension. The proliferation of mobile screens now creates interesting new opportunities. • Gaming blows up: Seemingly everyone everywhere is playing games, whether on Facebook, mobile apps or older platforms. Games or gaming elements fit naturally into cross-platform narratives: “Stories become games; games become stories,” as author Frank Rose puts it. Indeed, transmedia overlaps to some extent with “alternate reality games,” which have been at the core of many cross-platform projects. As game play becomes ubiquitous across demographics, consumers will respond positively to narrative puzzles that may play out online and offline. • A trans-platform/platform-agnostic world: Increasingly, content migrates seamlessly between platforms, from Web to TV and vice versa, from phone to PC to tablet. And traditional media formats (books on paper, movies on DVD, etc.) are rapidly morphing. Lines are becoming blurrier, with more consumers making no distinction between type of media or platform. “Everywhere we look, stories are breaking the limits imposed by print and film and video. Boundaries that once seemed clear—between author and audience, content Joseph Moran and marketing, illusion and reality—are starting to blur.” —FRANK ROSE, author, The Art of Immersion • Worlds Colliding: It’s not just platforms and media formats that are blurring together; so too are the online and offline worlds (one of our “10 Trends for 2011”). Digital natives especially don’t make distinctions between the two. Alternate reality games like Conspiracy for Good, for example, fuse fiction with the physical world. Toys increasingly cross the divide—e.g., Angry Birds is both an app game and a board game. “The key point of transmedia storytelling is that dispersed entry points contribute to a complex (and complementary) universe that is greater than the sum of its parts—so that at the point of origin, multiple channels are not just considered but deeply planned out and integrated in ways that will engage the viewer where he/she is already spending their time. Only with this kind of tight creative integration and clarity of purpose are we able to create true cross-media experiences that add value across dispersed narrative paths and entertain consumers as they evaluate their options.” —TANIA YUKI, comScore Voices blog, April 29, 2010 5
  • 6. TRANSMEDIA RISING While the Web is an essential element of cross-platform storytelling today, TRANSMEDIA MILESTONES transmedia’s roots lie in precedents that range from Disney to manga to Star Wars. Here are some select transmedia milestones. Disneyland opened and The Mickey A year after Star Wars premiered, a new Mouse Club TV show launched as a way character, Boba Fett, appeared in a TV 1955 to help promote and finance the park. mem45414 special. After viewers embraced the Suddenly Disney was no longer simply Galamoth subsequent action figure, he was elevated known for animated characters on film to a significant film role—one of the first and TV. Now it was a larger story world examples of a character from a secondary where the characters came to life; the medium moving to a primary one. Beyond 1978 ethos was embodied by Annette Funicello and the rest of that, the Star Wars story world has manifested as six films, TV the Mouseketeers, who sold viewers on the brand. shows, books and toys, with the action figures allowing fans to create their own stories. In Japan, manga and anime 1979 properties like Gundam (which Akinori YAMADA The cross-platform concept launched in 1979) have spanned filtered out of Japan with media, manifesting on TV and film, Kichigai Mentat Pokémon, whose fans followed portable and console video games, the characters across TV, film, games and trading cards. Mid-’90s in print, in collectible format and as theme park attractions. The Matrix: The filmmakers were inspired The Beast, created to promote the 1999 by anime culture when they created this 42entertainment.com film A.I. Artificial Intelligence, got transmedia universe that includes three more than 3 million players involved films, animated shorts, games, comics indy138 in a futuristic murder mystery that and merchandise. included thousands of websites, phone calls to players and, in three cities, real-life rallies. It was a 2001 pioneer in the genre of alternate reality games, which use The term “transmedia” first surfaced in the ’90s, henryjenkins.org online and offline components to turn storytelling into a massive interactive game. An ARG is inherently transmedia. then was picked up in 2003 by Henry Jenkins, director of MIT’s Lost: A blueprint for extending a TV 2003 Comparative Media lostpedia.wikia.com show well beyond its time slot. The Studies Program. Now a story’s complexity prompted viewers USC professor, Jenkins remains an influential to form online communities, and a academic voice in the field. fan created the Lostpedia wiki. There were games, a novel “written” by a 2004 character, websites for fictional entities in the show and a Heroes is one of several TV shows that series of mobisodes (mobile episodes). followed Lost’s transmedia model. This clip outlines the “online stories that impact and alternaterealitybranding.com extend on-air broadcasts, unique Web and GuruUlly Why So Serious?: A 2009 Cyber Grand Prix 2006 mobile features, and countless ways for winner in the viral category at Cannes, this fans to interact.” promotion for Warner Bros.’ The Dark Knight drew 10 million-plus participants via hundreds of Web pages, mobile, interactive games, print, e-mail, events and video. The alternate reality game, which centered around the 2008 Joker, even included cakes with a baked-in phone that players picked up from bakeries. “What [George] Lucas did went several steps beyond old-style character licensing and brand extensions. He created a unified body of work with an extensive backstory and mythology, and he determinedly guarded its canon while simultaneously opening up peripheral parts of his universe to exploration by other contributors.” —“Transmedia Storytelling Is Future of Biz,” Variety, June 26, 2009 6
  • 7. TRANSMEDIA RISING CASE STUDIES Numerous campaigns today could be regarded as transmedia, with brands increasingly carrying a theme across platforms and extending it in unique ways for different channels while encouraging consumer participation. Since 2001, when BMW created “The Hire” short-film series, many more marketers have similarly gone beyond simply telling viewers about the brand to make it part of a larger, engaging story. Here, a look at some classic transmedia campaigns as well as several recent innovative efforts. • Audi of America: The Art of the Heist: This 2005 alternate reality game involved traditional media (TV spots, print ads, billboards, radio), online elements and live events in spinning an interactive fiction about a stolen Audi 2006 A3. Signs at the New York International Auto Show asking for information about the theft drew consumers into a three-month story about three characters on the scent of an ambitious art heist, pursued by hit men. The online elements were extremely detailed (e-mails sent by the protagonists, videoconferences, blueprints, maps, surveillance videos, MP3s, etc.). An estimated half-million people became involved in the search for the missing car, and about a third of the microsite’s visitors searched for more information on the A3 (e.g., dealer locations). At the time, 2005 was one of Audi of America’s best years in terms of sales. • Coca-Cola: Happiness Factory: A 2006 commercial depicted the fantastical world of the Happiness Factory that’s housed within Coke vending machines. That was followed by a three-and-a-half-minute “movie” about a factory running out of Coke and a mockumentary that went inside the factory to meet some of the workers. Coca-Cola brought in Jeff Gomez and his transmedia company, Starlight Runner, to expand the story world and open it up to audience interaction. There were more commercials, a game-based website and even an “Open Happiness” track— featuring artists including Cee-lo Green, Patrick Stump and Janelle Monáe—that made it into the iTunes Top 40. Media varied by country, with comics in Brazil, for example, and Happiness Factory characters visiting Japanese supermarkets. openhappiness.tv 7
  • 8. TRANSMEDIA RISING • Old Spice: The Man Your Man Could Smell Like: After a TV “Technology and free markets have allowed campaign featuring Isaiah Mustafa as an irresistible, over-the- unprecedented levels of customization, top hunk debuted in February 2010, Mustafa’s hilarious character became a huge hit. Where’s the transmedia personalization and responsiveness such element? That came in July, when the Old Spice man entered that a policy of ‘one size fits all’ is no the audience’s online world and interacted with fans in close longer expected or acceptable. Telling to real time. Over the course of three days, the character stories across multiple media— responded to fans’ social media posts with an unprecedented transmedia storytelling—allows content stream of often-personalized videos, close to 200 of them. A week after launch, the work had been seen more than 40 that’s right-sized, right-timed and right- million times. Old Spice’s Twitter following and traffic to placed to form a larger, more profitable, OldSpice.com spiked. cohesive and rewarding experience.” • Nokia: Conspiracy for Good: This London-based “alternate —Transmedia Storyteller, a company that markets a reality drama” was spearheaded by Heroes creator Tim Kring platform to “design, manage, deliver and measure engaging interactive, social entertainment that spans and sponsored by Nokia. During the summer of 2010, players online, offline and mobile devices.” used free mobile games from Nokia’s Ovi Store to join a mission to aid the socially responsible group Conspiracy for Good. (The group’s fictional focus mirrored a real-life philanthropic element, which focused on literacy and involved several partner charities.) The mobile games led to websites that continued the drama. Over the course of several months, players could join four live events that incorporated actors playing game characters; participants received Nokia phones and used their augmented reality capability to help them play. More than half a million CFG casual games and apps were downloaded, and over 4,000 dedicated players joined the global movement. conspiracyforgood.com 8
  • 9. TRANSMEDIA RISING • Decode Jay-Z with Bing: This online/offline scavenger hunt for Jay-Z’s Decoded was designed to promote the Bing search engine just as much as the hip-hop star’s 2010 memoir. A partnership with Bing, the campaign involved reproductions of book pages popping up in the locales referenced in those pages (spanning five cities), either on billboards or in surprising spots, such as the lining of a jacket in a store window. At Bing.com/Jay-Z, players could use Bing’s 3D-photo-based maps to help them home in on the pages—the first person to discover a page either in real life or online won a signed book. • Mattel: Ken and Barbie: Culminating on Valentine’s Day 2011, this Mattel campaign gave the iconic couple some drama: After seven years apart, Ken decides he wants Barbie back. Consumers could vote by text or online whether the two should reunite. Fans had multiple opportunities to connect and engage with the campaign: It played out over YouTube and other social media (with the characters advancing the story using Facebook, Twitter and Foursquare), print and outdoor (“Barbie, we may be plastic, but our love is real!” read one billboard). Ken also “designed” a cupcake for Barbie that was sold at Magnolia Bakery in New York and L.A., and contestants vied to be “Genuine Ken” in a Hulu-based show. Ultimately, the dolls reunited, barbie garnering plenty of press attention. barbie 9
  • 10. TRANSMEDIA RISING SIGNIFICANCE/RELEVANCE “Agency planners find [transmedia’s] The days of broadcasting to consumers are over and a new era of potential really entertaining, engaging and empowering consumers is upon us. This exciting, as they have requires 21st-century tactics to reach audiences at multiple the opportunity to deconstruct the touchpoints. While not every brand has a story that needs to or can be ‘media-neutral planning’ model told across platforms, marketers as diverse as Shell, Old Spice, Coca- and construct a different model. Cola, Nokia and Mattel are finding innovative ways to engage From a planning POV, we are consumers in compelling transmedia narratives or themes. basically saying you can’t separate In many cases this takes marketers into new realms (e.g., alternate ideas from execution, and with reality games, reality shows, real-time video responses), pushing them good ideas execution is inseparable to find new ways to build deep engagement. from strategy. But the traditional We’ve seen many marketers experimenting with cross-platform media-neutral model misses a key methods to draw in consumers, but sometimes the threads don’t quite factor in the transmedia model: connect or the elements aren’t compelling enough. Getting social relationships.” transmedia right, however, enhances brand mythology and creates —DEAN BAKER, managing director, more brand evangelists. JWT Entertainment With transmedia entertainment properties, brands have opportunities to mesh organically into content in various forms, as multi-platform story extensions are generally built in early on. A brand can also “The implementation [of sponsor an entire project. transmedia] is designed to engage audience members individually, validating their involvement and POTENTIAL positively reinforcing personal participation in the narrative. The In the near term: The mobile platform has been incorporated into result is intense loyalty, long-term transmedia efforts in interesting ways—the Nokia-sponsored engagement and a desire to share Conspiracy for Good is one example—and it will fast become an the experience.” integral part of the mix. Since mobile allows creators to fuse a story into —website of transmedia specialists the physical world, it opens up intriguing possibilities for blurring reality Starlight Runner Entertainment and fiction, a key theme in alternate reality games and transmedia entertainment. Meanwhile, marketing models will need to shift and creative skill sets will need to broaden. “I want to learn animation, I want to learn video games ... I want to learn book publishing and I want to learn TV,” filmmaker Guillermo del Toro told a reporter last year. “Why? Because, as a storyteller, I’m convinced that in the next five to 10 years, we’re going to need to know all of that.” In 2010 the Producers Guild of America amended its Producers Code of Credits, adding “transmedia 10
  • 11. TRANSMEDIA RISING producer” to its approved titles; in part, this person maintains “Transmedia properties are helping push “narrative continuity across multiple platforms,” creates new this model [of traditional licensing] into the storylines for additional platforms, and spearheads interactive next decade, arguably making consumer elements. products and promotions integral parts of In the longer term: Transmedia will become the status quo. “To maintaining and expanding the story world.” me, ‘transmedia’ is a transitional term. By its very definition, all media will be trans and will move fluidly,” said “story architect” —Starlight Runner’s JEFF GOMEZ, “Whole new worlds: Transmedia storytelling Lance Weiler to The Wall Street Journal in January, shortly before opens licensing vistas,” Kidscreen, June 8, 2010 his transmedia project Pandemic 1.0 appeared at the Sundance Film Festival. New York Times technology reporter Nick Bilton says media platforms and formats will blur to the point of irrelevance. Take today’s iPad books that have videos embedded and allow reader comments. “I think what is going to happen is that a book … is a book and a newspaper article and a blog post and a tweet,” he told us in an interview last year. “They’re all going to have the same kind of medium to them, and they’re all going to be transmedia experiences. What’s going to separate them is the quality of the content and how well the story is told.” THINGS TO WATCH Transmedia Toys: 2011 looks to be the year of the transmedia toy. Products catering to a generation immersed in tech gadgets and the virtual world proliferated at the American International Toy Fair in February. Mattel EVP Tim Kilpin talked about adapting as “traditional play evolves and takes on new forms,” emphasizing “transmedia storytelling.” Mattel is “developing branded content that further shapes play” and “leveraging different media to tell each brand story in relevant and unexpected ways,” he said in a release. To see what Kilpin means, take a look at Mattel’s new franchise Monster High, a big hit since its mid-2010 launch. The brand revolves around characters who are kids of famous monsters, with names like Draculaura and Frankie Stein; each has plenty of backstory and knows how to dress. So in addition to traditional dolls, this creates plenty of opportunity for merchandise—including moshimonsters.com exclusive T-shirts at Macy’s, branded apparel at girls chain Justice and jewelry/cosmetics at Claire’s—and media: a YouTube channel hosts webisodes, a teen-targeted book, a TV special (last Halloween) and possibly a live-action movie musical in 2012. “The brand is an entire experience,” as one reporter put it. Moshi Monsters, from Mind Candy, is another property developed from a transmedia perspective, one based around social online gaming but extending into online video (Moshi TV, still in development), apps, books, trading cards, toys, magazines and video games. On moshimonsters.com, kids can “adopt” cute monster pets (above) and play social games or tackle educational puzzles. Mind Candy—the online games company that developed the innovative transmedia game Perplex City—says half of all British kids age 6-12 and one in five in the U.S. have “adopted” a Moshi Monster, with more than 1 million virtual items sold daily. Upcoming Hollywood Projects: Several high-profile names will be producing projects worth watching: Filmmaker Guillermo del Toro has launched a transmedia enterprise, Mirada, billed as “a storytelling engine in the form of a company”; Ron Howard’s adaptation of the Stephen King book series The Dark Tower will involve three films (the first is due in 2013), with TV series between each to continue the story; and an Inception video game is being developed by Christopher Nolan, which the director has described as an opportunity to incorporate “all kinds of ideas that you can’t fit into a feature film.” While transmedia entertainment is a natural fit for the sci-fi, fantasy or horror genres, watch for it to expand to other genres. 11
  • 12. TRANSMEDIA RISING MORE FROM THE EXPERTS “As a media psychologist, I find transmedia storytelling exciting because it represents a movement away ”It’s all about the central idea: If you create a memorable from the technology for its own sake character, then you can create an app that allows you to dig and toward human experience. In spite into the character a little bit more or a television show of the breadth and dazzle of media based on the character’s life or a poster that reminds you technologies, transmedia storytelling is what you love about that character. But the core principle is really about using technology in the the one that’s as old as time, which is story: A story that service of a higher goal: connecting emotionally engages us has the opportunity to have a life through storytelling.” —PAMELA that extends into more media possibilities.” —MATHEW RUTLEDGE, director of the Media Psychology CULLEN, film, commercial and music video director and producer; Research Center, “Transmedia Storytelling: The co-founder of new studio Mirada Reemergence of Fundamentals,” PsychologyToday.com, Jan. 7, 2011 “It’s cosmically different [from the traditional Super Bowl], because it’s not just a TV experience, but a “The smarter brands will be able to immerse multichannel, multi-platform, deeply themselves in a transmedia project and in turn attract social experience.” —SHIV SINGH, and immerse the audience in their brand ethos, above digital media chief at PepsiCo Americas all making people feel something.” —JAMES KIRKHAM, Beverages, on today’s approach to buying a managing director of U.K.-based digital strategy agency Holler, Super Bowl spot, USA Today, Feb. 3, 2011 “Transmedia,” New Media Age, Sept. 9, 2010 “I think it’s an evolution from the “I’m starting my own company called Imperative with the idea of taking integrated marketing model; it’s properties and changing the paradigm—putting the story at the center and not totally revolutionary. It’s just deciding, Where does it live? Some ideas may start as a social game, and that everything’s constantly some as a multi-user online game or a series of comic books. … My next changing: The devices are television idea will have apps built into the idea. How is the audience going constantly changing, the to participate? The audiences around Glee are all getting together and platforms are constantly singing songs. … How can you aggregate that and provide that platform?” changing. And with that, the —Heroes creator TIM KRING, “Tim Kring Crosses Platforms,” Fast Company, Oct. 1, 2010 attention of consumers needs to be won. And the only way we can win it is by having them have “Different media are like instruments, “The influence of the Internet is enriched, relevant experiences at and when you put them together, changing stories, by which I those multi-touchpoints.” —DEAN you can create moving mean movies, television BAKER, managing director, JWT symphonies.” —JEFF GOMEZ, shows, games, any number of Entertainment Los Angeles Times, Feb. 15, 2011 advertisements, any number of ways that stories can be told—it’s changing them in a “As accessibility opens doors and presents new options, way that is making them transmedia will open the gates for enhanced experiences, immersive, above all, but also deeper levels of immersion and a host of options for those non-linear, because the Web lean-back and lean-forward moments.” —Novelist ALISON itself is non-linear. That’s NORRINGTON on transmedia storytelling, FutureBook, May 17, 2010 making it somewhat game- like and certainly very “The Web allows the audience to immediately give their participatory. In other words, thoughts to the writers and producers so that they’re a no more passive viewing; it’s participant in the story’s creation. Transmedia isn’t becoming a much more active about platforms but a decision by the creative team role.” —FRANK ROSE, author, The Art of Immersion that bakes engagement into the project’s structure at inception.” —MATT LOCKE, Channel 4 acting head of cross- platform, New Media Age, Sept. 9, 2010 12
  • 13. TRANSMEDIA RISING DIVE DEEPER: WHERE TO READ, WATCH, HEAR OR EXPERIENCE MORE BOOKS •Henry Jenkins, Convergence Culture: Where Old and New Media Collide (NYU Press, revised 2008). Transmedia maven Jenkins, founder of the Comparative Media Studies Program at MIT, provides an introduction to his ideas on media convergence and audience participation. (Jenkins also maintains a blog.) • Frank Rose, The Art of Immersion: How the Digital Generation Is Remaking Hollywood, Madison Avenue, and the Way We Tell Stories (W.W. Norton & Co., 2011). Billed as “a field guide to the visionaries—and the fans—who are reinventing the art of storytelling,” this new book from Wired contributing editor Rose profiles marketers, filmmakers, game developers and others involved in innovative efforts. WEBSITE •Transmedia Storytelling aggregates articles, blog posts, video clips and other relevant material, including non- English-language content. PRESENTATIONS • Getting Started in Transmedia Storytelling: A Practical Guide for Beginners, by Transmedia Storyteller’s Robert Pratten. • Transmedia & Advertising, by Ivan Askwith, recently named head of digital media at Lucasfilm; the presentation feels incomplete without audio but is explained further in a blog post. PODCAST • “Transmedia Talk,” from Culture Hacker, focuses on “commentary, interviews and tips on how storytelling is moving into the 21st century.” For example, a recent podcast looks at transmedia in Brazil. Can be accessed on iTunes or via Culture Hacker. VIDEO • Watch a sampling of experts touch on key themes at the first TEDxTransmedia, held last September. EVENTS • The blog MetaScott lists transmedia-related Meetup and other groups, as well as conferences and seminars worldwide. • Transmedia, Hollywood 2: Visual Culture and Design: This springtime UCLA/USC symposium, co-hosted by Henry Jenkins, explores “the role of transmedia franchises in today’s entertainment industries” via creators/executives and academic researchers. • Futures of Entertainment conference: The flagship event of MIT’s Comparative Media Studies’ Convergence Culture Consortium takes place in November at MIT; a keynote by Henry Jenkins is a regular feature. • TEDxTransmedia: This independently organized TED event debuted last September in Geneva (videos of the talks are on YouTube); check the site for updates on the next event. • StoryWorld Conference & Expo: Subtitled “Shaping the Future of Story Culture & Business in a Transmedia World,” this first-time event is planned for Oct. 31-Nov. 2 in San Francisco. COURSE •Transmedia Next: A periodic seminar held in London that’s advertised as “an advanced training programme aimed at experienced media professionals in the art, craft and business of storytelling in the 21st century.” 13
  • 14. About JWT: JWT is the world’s best-known marketing communications brand. Headquartered in New York, JWT is a true global network with more than 200 offices in over 90 countries employing nearly 10,000 marketing professionals. JWT consistently ranks among the top agency networks in the world and continues its dominant presence in the industry by staying on the leading edge—from producing the first-ever TV commercial in 1939 to developing award-winning branded content for brands such as Freixenet, Ford and HSBC. JWT’s pioneering spirit enables the agency to forge deep relationships with clients including Bayer, Bloomberg, Cadbury, Diageo, DTC, Ford, HSBC, Johnson & Johnson, Kellogg’s, Kimberly-Clark, Kraft, Microsoft, Nestlé, Nokia, Rolex, Royal Caribbean, Schick, Shell, Unilever, Vodafone and many others. JWT’s parent company is WPP (NASDAQ: WPPGY). TRANSMEDIA RISING CONTACT: 466 Lexington Avenue Ann M. Mack New York, NY 10017 Written by Marian Berelowitz 212-210-7378 www.jwt.com | @JWT Worldwide Director of trendspotting Ann M. Mack ann.mack@jwt.com www.jwtintelligence.com | @JWTIntelligence @annmmack Trends strategist Christine Miranda www.anxietyindex.com | @AnxietyIndex Trends strategist Jessica Vaughn Marian Berelowitz Proofreader Katerina Petinos marian.berelowitz@jwt.com Copy editor Patty Orsini @melonbee Design Paris Tempo Productions (c) 2011 J. Walter Thompson Company. All Rights Reserved.