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TRANSMEDIA:
WHAT IT MEANS FOR BRANDS
INDEX
 •	 What	is	Transmedia?	
    	 Getting	the	Most	Out	of	a	Great	Story	
    	 The	Channels

 •	 Transmedia	for	Brands		
    	 The	Restraints

 •	 Implementing	Transmedia		
    	 Three	Questions	Brands	Must	Ask	
    	 Rules	of	the	Road	
    	 Avoiding	Pitfalls	

 •	 The	Cases		
      Star Wars
    	 ABC	Family’s	Pretty Little Liars 	
    	 Cracker	Barrel

 •	 The	Future	of	Transmedia




                     a digital connection agency   ©2011 Band Digital, Inc. All Rights Reserved
What is Transmedia?
Transmedia	 is	 loosely	 defined	 as	 a	 new	 storytelling	 method	 that	 extends	
elements	of	a	primary	storyline	across	multiple	platforms	to	create	an	interactive,	
multi-layered	fiction	greater	than	the	sum	of	its	parts.	A	little	wordy,	but	accurate.	
Transmedia	is	not	a	marketing	plan	or	repurposing	of	content	-	it’s	telling	a	story	
appropriately	and	organically	across	all	platforms.	

So	 it’s	 perhaps	 inaccurate	 to	 call	 it	 “Transmedia,”	 since	 that	 name	 implies	
emphasis	on	the	diversity	of	the	media	components	and	not	on	the	diversifica-
tion	 of	 the	 story	 elements,	 which	 is	 actually	 a	 crucial	 feature.	 The	 Producer’s
Guild of America	definition	underscores	the	emphasis	on	multiple	storylines,	and	
not	platforms:

  “A Transmedia Narrative project or franchise must consist of three (or more)
  narrative storylines existing within the same fictional universe on any of
  the following platforms: Film, Television, Short Film, Broadband, Publish-
  ing, Comics, Animation, Mobile, Special Venues, DVD/Blu-ray/CD-ROM,
  Narrative Commercial and Marketing rollouts, and other technologies that
  may or may not currently exist. These narrative extensions are NOT the
  same as repurposing material from one platform to be cut or repurposed to
  different platforms.”




                                              Social
                                             Networks



                      Messaging
                                                               Gaming




                                             STORY
                  Mobile                                           Real-World
                  Apps                                              Events




                                Theatrical               TV




The	Transmedia	ecosystem	
(as	illustrated	with	The	Conversation	Prism	by	Brian	Solis	and	JESS3	theconversationprism.com)




                           a digital connection agency                                       ©2011 Band Digital, Inc. All Rights Reserved   1
The	 history	 of	 Transmedia	 will	 put	 this	 in	 a	 little	 more	 perspective.	 You	 could	
say	that	Transmedia	has	been	around	as	long	as	storytelling	itself.	From	when	                       7 Myths of Transmedia
cavemen	hunted,	then	told	their	story	around	a	campfire,	and	then	carved	those	                      by Henry Jenkins
images	into	a	wall.	But	that’s	a	little	too	far	back.	The	actual	term	“Transmedia”	
was	 coined	 in	 2003	 by	 MIT	 Media	 Studies	 Professor	 Henry	 Jenkins.	 He	 used	
the	term	in	an	article	titled	Transmedia	Storytelling	for	the	publication	Technol-
ogy Review.	He’s	now	a	Provost	Professor	of	Communication,	Journalism,	and	
Cinematic	Arts	at	the	University	of	Southern	California–a	fitting	career	path	for	a	
man	that	envisioned	the	future	dynamic	of	storytelling	in	a	diverse	and	digital	age.

Transmedia	 in	 the	 mainstream	 began	 as	 a	 response	 by	 the	 entertainment	
industry	to	diversify	and	monetize	large	investments	in	big	movie	and	television	
properties.	For	example,	launching	specific	movie-based	comic	books	prior	to	
the	 release	 so	 potential	 viewers	 have	 more	 back-story	 and	 increased	 primary	
narrative	excitement	prior	to	release–like	Batman.	Or,	like	the	LOST	television	
series	with	its	wikis,	comics,	minisites	and	fan-driven	online	properties.	

What	both	of	these	examples	highlight	is	the	requirement	for	a	fictional	universe	                   Myth 1:		Transmedia	Storytelling	refers	
                                                                                                              to	any	strategy	involving	more	
large	and	dense	enough	to	support	multiple	narratives	in	other	mediums.	Market-                               than	one	media	platform.
ing	has	typically	played	an	ancillary	role	in	the	growth	of	Transmedia	primarily	
as	a	supporting	partner.	Many	of	the	sub-narrative	entertainment	properties	are	                     Myth 2:		Transmedia	is	basically	a	
                                                                                                              new	promotional	strategy.
created	not	only	as	story	extensions,	but	also	as	additional	advertising	vehicles.	
For	example,	the	comic	series	that	bridged	the	first	two	seasons	of	Heroes	was	                      Myth 3: Transmedia	means	games.
an	exclusive	Nissan	Versus	sponsorship.	
                                                                                                     Myth 4:		Transmedia	is	for	geeks.

Getting the Most Out of a Great Story                                                                Myth 5:		Transmedia	requires		
                                                                                                              a	large	budget.
Transmedia	is	getting	marketing	attention	now	because	of	the	multitude	of	plat-
                                                                                                     Myth 6:		Everything	should		
forms	that	exist	today	in	which	to	consume	content.	More	distribution	channels	                               go	transmedia.
mean	more	opportunity	to	reach	an	audience–and	to	discover	new	ones.	The	
flip	 side	 of	 so	 many	 channels	 is	 that	 you	 can	 get	 lost	 in	 the	 shuffle	 or	 even	       Myth 7: Transmedia	is	“so	ten	
                                                                                                             minutes	ago.”
overextend	 your	 reach	 by	 trying	 too	 hard.	 We’re	 definitely	 a	 society	 of	 “more,	
more,	more.”	Constant	consumption.	A	little	like	Cookie	Monster,	we	want	more	                     See	full	article	here:		
cookies–before	we	even	finish	the	first	one.	                                                      http://www.fastcompany.com/1745746/seven-
                                                                                                   myths-about-transmedia-storytelling-debunked
More	for	the	sake	of	more	is	never	a	good	thing.	So	how	you	tell	your	story	has	
never	been	more	important.	LOST	did	a	very	good	job	of	organically	growing	their	
story,	creating	the	desire	for	more,	and	turning	a	passive	viewing	experience	into	
a	phenomenon.	But	copycats	such	as	The Event	on	NBC	failed	when	it	tried	to	
mimic	the	LOST	format.	Maybe	they	got	marketing	confused	with	storytelling.	

The Channels
As	 technology	 advances	 so	 do	 the	 avenues	 for	 telling	 stories.	 The	 Internet	               Some	select	samples	from	the	LOST	
alone	has	opened	up	the	floodgates	for	distribution.	It’s	like	the	Wild	West	again.	                 fanverse	that	ultimately	contributed	
People	are	constantly	inventing	new	ways	to	get	their	story	out	into	the	world.	                     to	the	show’s	long-term	success.
Not	only	are	the	storytellers	continually	evolving,	the	audience	is	too.	They	don’t	
want	 to	 sit	 back	 and	 watch,	 they	 want	 to	 participate.	 Interactive,	 gaming	 and	           An unofficial LOST fan site:	
                                                                                                     http://www.LOST-tv.com/
mobile	 platforms	 have	 given	 storytellers	 the	 ability	 to	 dive	 deeper	 and	 further	
immerse	audiences.	                                                                                  Wiki–LOST Encyclopedia:		
                                                                                                     http://LOSTpedia.wikia.
The	channels	that	can	be	used	include	just	about	every	medium	that	exists	in	                        com/wiki/Main_Page	
the	marketing	catalog.	But	because	Transmedia	lends	itself	so	well	to	digital,	it	                   LOST fan site:
affords	the	opportunity	to	embrace	new	trends	in	marketing–and	more	emerging	                        http://LOST-media.com/
technologies.	This	includes	custom	gaming,	social	networks,	interactive	video,	
virtual	worlds	and	location-based	services.	




                        a digital connection agency                                       ©2011 Band Digital, Inc. All Rights Reserved            2
Transmedia for Brands
What	makes	Transmedia	possible,	and	lucrative	at	this	particular	moment,	is	the	
digital	connectivity	between	media–the	collective	attention	that	rapidly	gathers	
around	topics	and	the	speed	at	which	ideas	can	be	shared	within	a	fan	group.	                      Digital	storytelling	is	a	staple		
By	the	time	the	last	season	 of	LOST	 aired,	 there	 were	 hundreds	 of	websites,	                 of	Transmedia	campaigns.	The	
                                                                                                   following	are	examples	of	excel-
fan-fiction	stories	and	live	tweet-ups	dedicated	to	discussing	the	clues	parsed	
                                                                                                   lence	in	narrative	interaction.
out	 in	 the	 various	 narratives.	 The	 only	 place	 one	 could	 assemble	 a	 cohesive	
understanding	of	the	extended	story	was	in	the	fan	universe	(although	one	didn’t	                  	
need	to	know	all	this	understand	and	enjoy	the	main	show	storyline).                               The Fantastic Flying Books
                                                                                                   of Mr. Morris Lessmore	
                                                                                                   http://www.fastcodesign.com/1664419/
Transmedia	offers	tremendous	opportunity	for	brands	to	engage	on	an	unprec-                        all-star-pixar-animator-creates-
edented	 level,	 given	 the	 amount	 of	 passion,	 time	 and	 sharing	 involved.	 Most	            astounding-kids-book-on-ipad	
marketing	 involvement–at	 least	 early	 on–will	 rely	 on	 sponsoring	 extensions	 of	
                                                                                                   An	interactive	app	for	the	iPad	that	lets	people	
large	 non-commercial	 fictional	 universes,	 since	 that	 is	 where	 the	 deepest	 fan	           experience	the	book	the	way	they	choose.	
bases	exist.
                                                                                                   Motion Picture Inside
                                                                                                   http://www.guardian.co.uk/film/2011/
The Restraints                                                                                     jul/13/horror-social-media-inside	

The	 way	 marketing	 is	 established	 right	 now,	 creating	 their	 own	 Transmedia	               A	new	“social	film	experience”	
universes	 will	 be	 a	 challenge	 for	 brands.	 Not	 because	 of	 lack	 of	 resources,	           directed	invites	Facebook,	Twitter	and	
                                                                                                   YouTube	users	to	participate	in	an	
but	 because	 of	 the	 requirement	 for	 the	 depth	 of	 the	 fictional	 universe.	 This	          in-production	movie	in	real	time.	
commitment	could	prove	to	be	too	long-term	and	beyond	the	scope	of	a	typical	           	
year’s	plan.	                                                                                      JK Rowling’s Pottermore
                                                                                                   http://www.guardian.co.uk/books/2011/
                                                                                                   jun/23/harry-potter-website-pottermore	
Brands	that	have	taken	a	stab	at	this	(though	it	was	likely	not	intentional)	include	              	
Old	Spice,	with	their	well-known	and	highly	publicized	“Old	Spice	Guy”	campaign.	                  An	interactive	website	that	extends	the	Harry	
Also,	Dos	Equis	“Most	Interesting	Man	in	the	World.”	In	both	cases,	the	charac-                    Potter	series	without	adding	a	new	book.
ters	are	extended	into	other	media.	What’s	problematic	is	that	the	fictional	worlds	               MoMA Talk to Me exhibition
they	 occupy	 are	 not	 large	 enough	 for	 true	 narrative,	 but	 really	 only	 for	 more	        http://www.moma.org/visit/
advertising	messages.	So,	while	these	are	successful	as	integrated	campaigns,	                     calendar/exhibitions/1080	
they	do	not	translate	into	Transmedia	narratives.	                                                 A	digital	collection	of	artwork	that	explores	the	
                                                                                                   communication	between	people	and	things.
The	 Transmedia	 opportunity	 represents	 a	 tremendous	 degree	 of	 consumer	
passion	 and	 interaction	 if	 it	 can	 be	 architected.	 The	 narrative	 extensions	 and	         TRON Graphic Novel
                                                                                                   disneydigitalbooks.go.com/tron
the	 ability	 for	 fans	 to	 co-create	 stories	 are	 what	 transform	 entertainment	 into	
Transmedia	 engagement	 and	 participation.	 The	 current	 digital	 environment	                   An	interactive	website	that	tells	a	story	using	
enables	 this	 participation	 with	 tools	 for	 the	 audience	 to	 create	 and	 share.	 For	       HTML5	(a	collaboration	between	Disney	
                                                                                                   Publishing	Worldwide	and	Internet	Explorer	9).
the	marketer	adept	enough	to	harness	this	energy,	the	rewards	are	substantial	
brand	love	and	that	coveted	thing	called	engagement.




                                                                                                   Old Spice: A	great	multimedia	campaign	
                                                                                                   but	not	Transmedia.	There	is	a	strong	
                                                                                                   character	but	no	story	arc	to	extend.




                       a digital connection agency                                      ©2011 Band Digital, Inc. All Rights Reserved                    3
Implementing Transmedia
The	primary	benefits	of	implementing	a	Transmedia	project	are	the	attractive-
ness	of	the	primary	story,	the	intensity	of	the	user	experience,	the	diversity	of	
execution	and	opportunity	to	reach	diverse	audiences	and	the	ability	to	extend	
premier	content	for	much	smaller	costs.

The	decision	to	implement	is	then	based	on	the	presence	of	an	anchor	storyline	
and	whether	leveraging	ancillary	storylines	and	content	will	attract	and	engage	
the	appropriate	audience–particularly	if	this	is	a	“sponsoring	brand”	scenario.

Three Questions Brands Must Ask
If	the	opportunity	to	engage	the	primary	story	audience	is	appropriate,	brands	
have	three	key	questions	that	must	be	addressed	for	the	program	to	take	shape.

 1. How cooperative is the primary Intellectual Property (IP) holder in
    terms of sharing licensed material?	The	answer	to	this	question	is	typi-
    cally	 the	 one	 that	 determines	 eventual	 success	 or	 failure.	 The	 primary	 IP	
    holder	should	be	enthusiastic	about	the	success	of	ancillary	content	without	
    a	debilitative	clearance	process.	Obviously,	if	there	is	very	little	access	or	
    agreement	 about	 licensed	 material	 then	 the	 program	 will	 lack	 authentic	
    hallmarks	and	not	be	attractive	to	a	fan	base.
 2. How collaborative will the creative process be between the primary IP
    holder and the marketer? The	relationships	vary	and	the	marketer	needs	
    to	understand	that	access	to	content	does	not	a	Transmedia	project	make.	
    Also,	 since	 the	 program	 is	 based	 on	 a	 story,	 it	 is	 critical	 to	 have	 quality	
    writing	 and	 concepting	 talent	 to	 manufacture	 a	 successful	 extension	 to	 a	
    popular	narrative.
 3. What level of investment?	One	of	the	virtues	of	Transmedia	is	that	there	is	
    a	wide	range	of	content	extensions	available.	It	can	be	as	elaborate	as	a	live	
    action	Web	series	or	as	simple	as	a	gaming	app.	The	point	is	to	understand	
    what	is	essential	to	produce	in	order	to	generate	the	fan	response.	Brands	
    must	strive	to	be	clever	and	to	leverage	innate	qualities	in	the	primary	narra-
    tive.	This	doesn’t	necessarily	require	huge	production	and	media	budgets.




                        a digital connection agency                                       ©2011 Band Digital, Inc. All Rights Reserved   4
Rules of the Road
There	are	some	basic	rules	of	the	road	that	should	be	followed	when	executing	
a	Transmedia	project.

 1. Focus on telling a good story:	This	may	sound	obvious,	but	it	is	harder	
    than	it	sounds.	There’s	a	reason	the	anchor	story	is	popular	and	if	the	ancil-
    lary	content	rings	hollow	or	false,	the	fan	interest	will	quickly	turn	from	inter-
    est	to	disdain.	
 2. Make it interactive: Digital	tools	like	“choose	your	own	adventure”	engines	
    and	 user-directed	 360˚	 video	 allow	 the	 user	 to	 drive	 the	 story	 and	 make	
    choices,	increasing	engagement.	
 3. Give fans the reins to create:	Letting	fans	create	new	and	original	content	
    out	of	IP	material	is	probably	the	most	attractive	and	engaging	experience.	
    It	is	difficult	for	most	licensors	to	feel	comfortable	setting	the	boundaries	for	
    this	type	of	interaction.	
 4. Make it easily shared:	Since	the	audience	shares	a	passion	for	the	original	
    story,	word	of	mouth	will	be	the	primary	driver	of	the	ancillary	content.	Make	
    it	easy	to	get	the	word	out.
 5. Make it easy to find relative to the anchor story:	The	 audience	 knows	
    where	to	find	the	anchor	story,	so	make	sure	that	the	ancillary	content	is	right	
    there	with	it.	Either	on	the	same	Web	page,	in	search,	or	with	tags.	

Avoiding Pitfalls
Be	 careful	 of	 fooling	 an	 audience.	 Most	 Transmedia	 projects	 will	 behave	 like	
real	news	articles	or	other	Web	properties.	When	done	right,	they	can	be	highly	
attractive	mysteries	for	the	right	fan	base	to	solve.	If	done	wrong,	they	can	be	
misleading.	Even	worse,	they	can	appear	unethical.	It’s	important	to	remember	
this	is	fiction.

Transmedia	campaigns	tap	into	the	feverish	passion	of	a	fan	base	and	engage	
them	 around	 supplementary	 storylines.	 These	 campaigns	 require	 time	 and	
focused	attention	from	an	audience.	Therefore,	Transmedia	campaigns	are	typi-
cally	measured	against	the	size	of	an	audience,	the	amount	of	time	spent	on	the	
material	and	the	ultimate	action	taken	(e.g.,	whether	viewers	created	their	own	
video,	whether	they	played	a	game).	




                       a digital connection agency                                   ©2011 Band Digital, Inc. All Rights Reserved   5
The Cases

Star Wars
The	best	way	to	tell	a	Transmedia	case	is	by	highlighting	an	example	everyone	                     From	toys	to	alternative	animation,	the	
knows–like	the	Star Wars	franchise.	Now,	this	is	at	an	extreme	level,	but	it’s	for	                Star Wars	universe	goes	on	forever.	
this	reason–its	notoriety	and	depth	of	channel	extensions	make	it	easy	to	follow	
along.

Star Wars	was	released	in	1977.	What’s	interesting	is	that	what	is	arguably	the	
most	storied	franchise	in	cinematic	history–and	an	extremely	relevant	example	
of	Transmedia–was	initially	intended	to	be	just	one	film.	But	that’s	because	the	
story	was	just	the	beginning...	

  “It wasn’t long after I began writing Star Wars that I realized the story was
  more than a single film could hold.” - George Lucas

While	 developing	 the	 next	 two	 films,	 Lucas	 created	 such	 an	 elaborate	 back-
story	 that	 he	 decided	 these	 first	 three	 films	 would	 be	 episodes	 4,5,	 and	 6	 in	
what	would	be	a	six-film	saga	and	the	back-story	would	serve	as	the	prequels	
to	the	films	that	he	would	make	at	a	later	date.	The	success	of	the	first	three	
films	 led	 Lucas	 to	 create	 The Expanded Star Wars Universe (ESWU)	 which	
encompasses	all	of	the	officially	licensed,	fictional	background	of	the	Star	Wars	
universe.	The	expanded	universe	includes	books,	comic	books,	video	games,	
spin-off	films,	television	series,	toys,	and	other	media.	Each	distribution	platform	
reached	a	different	audience,	yet	stayed	true	to	the	Star Wars	story.	The	creation	
of	 the	 Expanded Star Wars Universe	 not	 only	 increased	 the	 audience	 for	 the	
franchise–it	likely	saved	it.	

To	 date,	 the	 Star Wars	 films	 alone	 have	 grossed	 over	 $4B	 worldwide.	 More	
importantly,	the	story	continues	and	remains	culturally	relevant	after	more	than	
40	 years.	 The	 Clone Wars	 animated	 television	 series	 has	 secured	 the	 next	
generation	of	fans	as	it	has	aired	since	2003	and	produced	an	animated	feature	
film.	Not	surprisingly,	the	Clone Wars	franchise	has	become	a	very	successful	
video	game	franchise	as	well.	




                       a digital connection agency                                      ©2011 Band Digital, Inc. All Rights Reserved          6
The	 launch	 of	 the	 Star Wars The Clone Wars: Republic Heroes	 video	 game,	
like	 everything	 else	 Star Wars,	 had	 to	 successfully	 capture	 avid	 fan	 attention	
and	guarantee	an	authentic	narrative	extension	of	the	Clone Wars	canon.	Band	
Digital	worked	with	animators,	producers	and	writers	to	create	a	unique	online	
command	 center	 with	 a	 neat	 twist	 that	 moved	 the	 fantasy	 one-step	 closer	 to	
reality.	For	the	first	time,	fans	could	reproduce	the	holographic	holocomm	image,	
first	made	famous	with	Princess	Leia	and	R2D2,	with	augmented	reality.	A	virtual	
Yoda	 appeared	 on	 a	 marker,	 seemingly	 suspended	 in	 space,	 telling	 you	 your	
mission	that	would	be	fulfilled	first	through	training	on	the	website	and	then	in	
the	game.	




A	series	of	story	screens	from	Star Wars The Clone Wars: Republic Heroes	video	game	website.	
Fans	received	holocomm	messages	from	Yoda	through	augmented	reality.
http://www.lucasarts.com/games/jointheclonewars/



Now,	 a	 couple	 more	 case	 studies.	These	 focus	 on	 specific	 channels	 that	 are	
used	to	extend	a	story.	




                        a digital connection agency                                       ©2011 Band Digital, Inc. All Rights Reserved   7
ABC Family’s Pretty Little Liars
a	Band	Digital	initiative

Pretty Little Liars	is	a	teen	mystery/drama	TV	series	that	airs	 on	ABC	Family.	
Based	on	the	popular	series	of	novels	written	by	Sara	Shepard,	the	show	follows	
the	lives	of	four	girls	whose	clique	falls	apart	after	the	disappearance	of	one	of	
the	girls.	A	year	later,	they	begin	receiving	messages	from	a	mysterious	figure	
who	threatens	to	expose	their	secrets.	It’s	this	basis	on	mystery,	and	the	nuances	
of	each	character,	that	lend	it	so	well	to	the	idea	of	Transmedia.	

ABC	Family	wanted	to	create	an	experience	for	viewers	that	would	feed	on	their	
intense	fanship.	So	with	little	money	or	time,	Band	Digital	built	a	“Choose	Your	
Own	Adventure”	 (CYOA)	 experience	 based	 on	 unique	 footage	 filmed	 around	
one	 of	 the	 series	 subplots–totaling	 five	 episodes.	These	 special	 episodes	 ran	
exclusively	 on	 the	 series	 website	 with	 a	 headline	 sponsorship	 from	 Microsoft	
Bing.	This	Web	feature	received	millions	of	views	with	minutes	of	playing	time.	

What	 was	 required	 to	 make	 this	 happen?	 First,	 a	 story	 fans	 were	 interested	
                                                                                                 A	teen	drama	that	endlessly	cycles	
in	 enough	 to	 pursue	 further.	 Second,	 a	 story	 scenario	 supportive	 of	 the	 main	        around	a	central	mystery:	The	perfect	
narrative	universe.	Third,	a	vehicle	that	afforded	fan	involvement.	In	this	case,	it	            environment	for	spinning	sub-stories.
was	the	ability	to	choose	what	the	character	would	do	in	the	game.	And	finally,	
the	ability	to	share	that	game	experience	with	other	fans.

Band	 Digital	 worked	 directly	 with	 the	 writers	 and	 producers	 of	 the	 show	 to	
create	the	storylines	(from	concept	to	delivery).	The	fan	experience	needed	to	
be	authentic	and	serve	a	purpose	to	the	overall	story–the	episodes	should	add	
depth	 to	 their	 series	 knowledge,	 not	 waste	 their	 time.	 Each	 episode	 provided	
background	information	on	characters	and	served	as	teasers	for	future	episodes.	
But	sometimes,	the	episodes	just	served	to	pique	interest	and	keep	the	audience	
guessing–so	we	never	gave	away	too	much.	

How it Works
Each	CYOA	episode	has	an	intro.	At	its	conclusion,	two	choices	(prompts)	appear	
on-screen	asking	the	viewer	which	they	would	like	to	explore	(rabbit	hole).	Once	
the	viewer	selects	an	option,	another	video	begins	to	reveal	the	story.	At	the	end	
of	that	video,	the	viewer	is	once	again	prompted	to	make	another	choice.	This	




A	“Choose	Your	Own	Adventure”	(CYOA)	decision	point.




                        a digital connection agency                                   ©2011 Band Digital, Inc. All Rights Reserved        8
choice	 takes	 the	 viewer	 to	 the	 conclusion	 of	 that	 episode.	 When	 experience	
is	complete,	the	viewer	can	play	it	again	to	see	what	the	other	decision	points	
revealed,	or	they	can	share	their	CYOA	video	with	a	friend.	




                                                                                                




                                                                                               




A	series	of	videos	reveal	clues	about	the	mysterious	central	character.
http://abcfamily.go.com/shows/pretty-little-liars/make-as-move?cid=adsales_q4fy11_binggame_promo
                                                                                                

Tracking Success
The	CYOA	campaign	is	tracked	using	Google	Analytics.	Over	one	million	people	
spent	over	three-and-a-half	minutes	online	interacting	with	the	content.	And,	the	
teaser	 for	 the	 series	 was	 leaked	 onto	 the	 Pretty Little Liars	 Facebook	 page,	
receiving	over	2,000	likes	and	500	comments	within	the	first	hour	alone.	


                        a digital connection agency                                        ©2011 Band Digital, Inc. All Rights Reserved   9
Cracker Barrel
	a	Band	Digital	initiative

The	Cracker	Barrel	case	is	different	because	it	exemplifies	a	fictional	universe	
that	is	both	the	product	and	the	brand.	At	Cracker	Barrel,	it	isn’t	just	the	food.	
Or	just	the	store.	It	is	a	brand	dedicated	to	delivering	a	consistent	environmental	
experience.	Guests	can	relax	in	a	front	porch	rocking	chair,	shop	for	throw-back	
toys	 and	 hard-to-find	 candies,	 then	 dine	 on	 home	 style-cooking	 in	 a	 friendly,	
comfortable,	 country	 setting.	 But	 even	 for	 a	 company	 rooted	 in	 nostalgia,	 it	
knows	 digital	 is	 more	 important	 than	 ever	 to	 its	 brand-and	 that	 it	 was	 time	 to	                  The folksy hallmarks of the Cracker
translate	its	brand	story	digitally.	                                                                          Barrel brand story: Open	road	signage,	
                                                                                                               rocking	chairs,	checkers		
If	you’ve	been	on	a	road	trip	in	Cracker	Barrel	country,	you’ve	undoubtedly	seen	                              and	the	peg	game.
its	 outdoor	 campaign.	 Its	 frequent	 billboards	 are	 nothing	 if	 not	 consistent–in	
look	 and	 in	 message.	And	 when	 it	 comes	 to	 its	 stores,	 Cracker	 Barrel	 takes	
every	care	for	the	likeness	of	the	experience,	down	to	the	wall	décor	(which	they	
source	and	store	themselves).	




Crackerbarrel.com:	The	virtual	narrative	story	extension	of	the	real	world	restaurant	experience.      

So	when	Cracker	Barrel	decided	to	revamp	their	website,	first	and	foremost	was	
telling	its	brand	story	online.	Not	only	did	we	redesign	the	site	to	be	consistent	
with	 the	 in-store	 experience–and	 to	 streamline	 and	 incite	 purchase–we	 took	
great	care	in	telling	the	Cracker	Barrel	story.	

Taking the Tour
Nothing	can	explain	Cracker	Barrel	better	than	actually	being	there.	The	sights,	
the	smells,	the	sounds	...	they	all	combine	to	create	what	is	a	signature	Cracker	
Barrel	 brand	 experience.	 So	 we	 created	 a	 live-action,	 360-degree	 interactive	
tour	that	allows	guests	to	hang	out	on	the	front	porch,	browse	and	buy	merchan-
dise	in	the	country	store,	and	learn	facts	about	the	food	while	navigating	through	
the	dining	room.	




                          a digital connection agency                                               ©2011 Band Digital, Inc. All Rights Reserved     10
A	user-driven	360˚	cinematic	HD	video	first	person	POV	virtual	visit.	Interactions	can	occur	with	just	
about	any	element	through	digital	hotspots.

  This isn’t the hokey hotel 360 that leaps to mind. It’s cinematic quality, HD
  video in a full 360 degrees. And it’s video the user controls.

But,	what	makes	this	video	such	a	key	element	of	the	digital	brand	is	its	story-
telling.	 The	 video	 is	 carefully	 choreographed	 to	 showcase	 the	 Cracker	 Barrel	
experience,	leveraging	known	viewer	behavior	to	prompt	people	through	specific	
aspects	 of	 the	 video	 that	 best	 represent	 the	 experience.	 The	 viewer’s	 eye	 is	
continually	drawn	to	a	single	family–a	dad,	mom	and	daughter–from	enjoying	the	
rocking	chairs	on	the	porch	to	sharing	a	meal	in	the	dining	room.	

The	new	website	captures	the	Cracker	Barrel	brand	story	as	exemplified	in	the	
real	world	experience.	It	encourages	conversations	through	blogs	and	reviews,	
is	designed	to	reach	the	unique	needs	and	interests	of	a	variety	of	target	audi-
ences,	and	reaches	these	audiences	through	many	channels…seamlessly.




                          a digital connection agency                                              ©2011 Band Digital, Inc. All Rights Reserved   11
The Future of Transmedia
Transmedia’s	application	is	bound	by	the	limitations	of	time	and	willingness	of	
studios,	publishers	and	networks	to	extend	IP	into	uncharted	territory.	But	the	
pressure	 to	 monetize	 content,	 extend	 advertising	 opportunities	 and	 attract	 an	
increasingly	fragmented	and	fickle	viewing	audience	will	only	see	an	increase	in	
this	activity.	

The	biggest	obstacle,	and	most	fundamental	change	to	Transmedia’s	future,	will	
be	how	IP	is	shared	and	managed.	Currently,	professional	creative	guilds	are	
drafting	 rules	 about	 creation,	 ownership	 and	 rights	 for	 these	 ancillary	 produc-
tions.	 Assuming	 that	 financial	 incentives	 will	 continue	 to	 support	 Transmedia	
production,	here	are	some	of	the	evolutions	we	might	see:

  • Digital Publishing:	Comics	and	graphic	novels	are	popular	extensions	for	
    serialized	content,	especially	for	fictional	stories	that	involve	a	certain	rabid	
    fan	base	(think	Buffy the Vampire Slayer).	But	traditional	publishing	can	be	                   Dark Horse Comics
    expensive.	All	 of	 the	 major	 comic	 publishers	 are	 grappling	 with	 the	 online	           An	online	portal	of	digital	comics	offers	
    distribution	model	and	the	need	to	move	to	digital	to	keep	the	format	alive	                    new	publishing	opportunities	at		
    with	a	broader	audience.	Once	the	cost	of	printing	and	distribution	is	taken	                   darkhorse.com.
    out	of	the	equation,	expect	to	see	more	story	extensions	in	this	format.
  • User-Driven Stories:	The	creative	and	entertainment	industry	has	a	tolerant	
    relationship	with	the	fan	fiction	universe,	which	is	an	incredibly	vibrant	world	
    of	ordinary	citizens	re-creating	their	own	versions	of	Supernatural	or	Dexter.	
    And	while	we	may	not	see	outright	support	for	this,	we	will	see	more	ways	
    to	let	users	interact	with	and	determine	outcomes	of	official	content.	Imagine	
    more	intensive	“Choose	Your	Own	Adventure”	 digital	series	or	technology	
    that	actually	lets	the	audience	interact	with	a	live	broadcast	(more	than	just	
    tweeting	along).
  • Digital Content:	Content	hosts	like	YouTube	are	seeing	the	value	of	creat-
                                                                                                    DeviantART
    ing	custom	content	for	their	channels.	YouTube	is	planning	a	redesign	for	                      deviantART.com	represents	one	of	the	
    January	 of	 2012	 that	 will	 allow	 for	 uncluttered	 content	 channels–called	               largest	environments	where	fans	write	
    YouTube	Originals.	These	big-budget	creations	will	feature	well	known	stars	                    and	create	their	own	(unauthorized)	
                                                                                                    versions	of	their	favorite	film,	broadcast	
    and	 draw	 a	 lot	 of	 attention	 from	 viewing	 audiences.	 More	 importantly,	 the	
                                                                                                    and	published	stories.	
    nature	 of	 the	 channel	 they	 are	 “broadcast”	 on	 affords	 the	 opportunity	 to	
    extend	the	story	in	countless	ways,	include	brands	throughout,	and	create	
    intimate	interaction	with	viewers.	
  • Unique Physical-Digital Experiences:	With	the	evolution	of	location-based	
    services,	 augmented	 reality,	 3D	 web	 and	 other	 physical-digital	 connective	
    technologies,	expect	to	see	narratives	that	can	tap	into	the	real	world.	Simple	
    examples	would	include	scavenger	hunts	and	check-ins	for	narrative	puzzle	
    pieces.	More	elaborate	examples	could	include	augmented	reality	apps	that	
    let	you	see	what	a	character	sees	in	the	real	world.
What	 will	 also	 evolve	 are	 fan’s	 expectations	 of	 fictional	 content.	 Clearly	 with	
the	advent	of	rabid	fan-fiction	sites	like	deviantART,	fans	won’t	wait	for	content	                 Pottermore
creators	 to	 embellish	 or	 extend	 a	 good	 story.	They’ll	 do	 it	 themselves.	As	 the	          Rather	than	write	more	stories,	J.K.	
digital	 world	 continues	 to	 make	 it	 easy	 to	 aggregate,	 consume	 and	 broadcast	             Rowling	is	developing	a	virtual	Harry
about	 a	 very	 narrow	 topic,	 fans	 will	 expect	 that	 creators	 will	 offer	 more	 than	        Potter	world	where	fans	can	live	and	
the	traditional,	static	primary	story.	A	perfect	example	is	the	coming	Pottermore,	                 create	their	own	open-ended	adven-
an	 interactive	 experience	 site	 created	 by	 J.K.	 Rowling	 and	 Sony	 dedicated	 to	            tures.	pottermore.com/
the	Harry Potter	universe.	Since	the	primary	Harry Potter	narrative	is	finished,	
Pottermore	offers	an	open-ended,	fan-driven	interactive	gaming	experience	that	
never	ends.	




                        a digital connection agency                                      ©2011 Band Digital, Inc. All Rights Reserved             12

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Transmedia: What it Means for Brands

  • 2. INDEX • What is Transmedia? Getting the Most Out of a Great Story The Channels • Transmedia for Brands The Restraints • Implementing Transmedia Three Questions Brands Must Ask Rules of the Road Avoiding Pitfalls • The Cases Star Wars ABC Family’s Pretty Little Liars Cracker Barrel • The Future of Transmedia a digital connection agency ©2011 Band Digital, Inc. All Rights Reserved
  • 3. What is Transmedia? Transmedia is loosely defined as a new storytelling method that extends elements of a primary storyline across multiple platforms to create an interactive, multi-layered fiction greater than the sum of its parts. A little wordy, but accurate. Transmedia is not a marketing plan or repurposing of content - it’s telling a story appropriately and organically across all platforms. So it’s perhaps inaccurate to call it “Transmedia,” since that name implies emphasis on the diversity of the media components and not on the diversifica- tion of the story elements, which is actually a crucial feature. The Producer’s Guild of America definition underscores the emphasis on multiple storylines, and not platforms: “A Transmedia Narrative project or franchise must consist of three (or more) narrative storylines existing within the same fictional universe on any of the following platforms: Film, Television, Short Film, Broadband, Publish- ing, Comics, Animation, Mobile, Special Venues, DVD/Blu-ray/CD-ROM, Narrative Commercial and Marketing rollouts, and other technologies that may or may not currently exist. These narrative extensions are NOT the same as repurposing material from one platform to be cut or repurposed to different platforms.” Social Networks Messaging Gaming STORY Mobile Real-World Apps Events Theatrical TV The Transmedia ecosystem (as illustrated with The Conversation Prism by Brian Solis and JESS3 theconversationprism.com) a digital connection agency ©2011 Band Digital, Inc. All Rights Reserved 1
  • 4. The history of Transmedia will put this in a little more perspective. You could say that Transmedia has been around as long as storytelling itself. From when 7 Myths of Transmedia cavemen hunted, then told their story around a campfire, and then carved those by Henry Jenkins images into a wall. But that’s a little too far back. The actual term “Transmedia” was coined in 2003 by MIT Media Studies Professor Henry Jenkins. He used the term in an article titled Transmedia Storytelling for the publication Technol- ogy Review. He’s now a Provost Professor of Communication, Journalism, and Cinematic Arts at the University of Southern California–a fitting career path for a man that envisioned the future dynamic of storytelling in a diverse and digital age. Transmedia in the mainstream began as a response by the entertainment industry to diversify and monetize large investments in big movie and television properties. For example, launching specific movie-based comic books prior to the release so potential viewers have more back-story and increased primary narrative excitement prior to release–like Batman. Or, like the LOST television series with its wikis, comics, minisites and fan-driven online properties. What both of these examples highlight is the requirement for a fictional universe Myth 1: Transmedia Storytelling refers to any strategy involving more large and dense enough to support multiple narratives in other mediums. Market- than one media platform. ing has typically played an ancillary role in the growth of Transmedia primarily as a supporting partner. Many of the sub-narrative entertainment properties are Myth 2: Transmedia is basically a new promotional strategy. created not only as story extensions, but also as additional advertising vehicles. For example, the comic series that bridged the first two seasons of Heroes was Myth 3: Transmedia means games. an exclusive Nissan Versus sponsorship. Myth 4: Transmedia is for geeks. Getting the Most Out of a Great Story Myth 5: Transmedia requires a large budget. Transmedia is getting marketing attention now because of the multitude of plat- Myth 6: Everything should forms that exist today in which to consume content. More distribution channels go transmedia. mean more opportunity to reach an audience–and to discover new ones. The flip side of so many channels is that you can get lost in the shuffle or even Myth 7: Transmedia is “so ten minutes ago.” overextend your reach by trying too hard. We’re definitely a society of “more, more, more.” Constant consumption. A little like Cookie Monster, we want more See full article here: cookies–before we even finish the first one. http://www.fastcompany.com/1745746/seven- myths-about-transmedia-storytelling-debunked More for the sake of more is never a good thing. So how you tell your story has never been more important. LOST did a very good job of organically growing their story, creating the desire for more, and turning a passive viewing experience into a phenomenon. But copycats such as The Event on NBC failed when it tried to mimic the LOST format. Maybe they got marketing confused with storytelling. The Channels As technology advances so do the avenues for telling stories. The Internet Some select samples from the LOST alone has opened up the floodgates for distribution. It’s like the Wild West again. fanverse that ultimately contributed People are constantly inventing new ways to get their story out into the world. to the show’s long-term success. Not only are the storytellers continually evolving, the audience is too. They don’t want to sit back and watch, they want to participate. Interactive, gaming and An unofficial LOST fan site: http://www.LOST-tv.com/ mobile platforms have given storytellers the ability to dive deeper and further immerse audiences. Wiki–LOST Encyclopedia: http://LOSTpedia.wikia. The channels that can be used include just about every medium that exists in com/wiki/Main_Page the marketing catalog. But because Transmedia lends itself so well to digital, it LOST fan site: affords the opportunity to embrace new trends in marketing–and more emerging http://LOST-media.com/ technologies. This includes custom gaming, social networks, interactive video, virtual worlds and location-based services. a digital connection agency ©2011 Band Digital, Inc. All Rights Reserved 2
  • 5. Transmedia for Brands What makes Transmedia possible, and lucrative at this particular moment, is the digital connectivity between media–the collective attention that rapidly gathers around topics and the speed at which ideas can be shared within a fan group. Digital storytelling is a staple By the time the last season of LOST aired, there were hundreds of websites, of Transmedia campaigns. The following are examples of excel- fan-fiction stories and live tweet-ups dedicated to discussing the clues parsed lence in narrative interaction. out in the various narratives. The only place one could assemble a cohesive understanding of the extended story was in the fan universe (although one didn’t need to know all this understand and enjoy the main show storyline). The Fantastic Flying Books of Mr. Morris Lessmore http://www.fastcodesign.com/1664419/ Transmedia offers tremendous opportunity for brands to engage on an unprec- all-star-pixar-animator-creates- edented level, given the amount of passion, time and sharing involved. Most astounding-kids-book-on-ipad marketing involvement–at least early on–will rely on sponsoring extensions of An interactive app for the iPad that lets people large non-commercial fictional universes, since that is where the deepest fan experience the book the way they choose. bases exist. Motion Picture Inside http://www.guardian.co.uk/film/2011/ The Restraints jul/13/horror-social-media-inside The way marketing is established right now, creating their own Transmedia A new “social film experience” universes will be a challenge for brands. Not because of lack of resources, directed invites Facebook, Twitter and YouTube users to participate in an but because of the requirement for the depth of the fictional universe. This in-production movie in real time. commitment could prove to be too long-term and beyond the scope of a typical year’s plan. JK Rowling’s Pottermore http://www.guardian.co.uk/books/2011/ jun/23/harry-potter-website-pottermore Brands that have taken a stab at this (though it was likely not intentional) include Old Spice, with their well-known and highly publicized “Old Spice Guy” campaign. An interactive website that extends the Harry Also, Dos Equis “Most Interesting Man in the World.” In both cases, the charac- Potter series without adding a new book. ters are extended into other media. What’s problematic is that the fictional worlds MoMA Talk to Me exhibition they occupy are not large enough for true narrative, but really only for more http://www.moma.org/visit/ advertising messages. So, while these are successful as integrated campaigns, calendar/exhibitions/1080 they do not translate into Transmedia narratives. A digital collection of artwork that explores the communication between people and things. The Transmedia opportunity represents a tremendous degree of consumer passion and interaction if it can be architected. The narrative extensions and TRON Graphic Novel disneydigitalbooks.go.com/tron the ability for fans to co-create stories are what transform entertainment into Transmedia engagement and participation. The current digital environment An interactive website that tells a story using enables this participation with tools for the audience to create and share. For HTML5 (a collaboration between Disney Publishing Worldwide and Internet Explorer 9). the marketer adept enough to harness this energy, the rewards are substantial brand love and that coveted thing called engagement. Old Spice: A great multimedia campaign but not Transmedia. There is a strong character but no story arc to extend. a digital connection agency ©2011 Band Digital, Inc. All Rights Reserved 3
  • 6. Implementing Transmedia The primary benefits of implementing a Transmedia project are the attractive- ness of the primary story, the intensity of the user experience, the diversity of execution and opportunity to reach diverse audiences and the ability to extend premier content for much smaller costs. The decision to implement is then based on the presence of an anchor storyline and whether leveraging ancillary storylines and content will attract and engage the appropriate audience–particularly if this is a “sponsoring brand” scenario. Three Questions Brands Must Ask If the opportunity to engage the primary story audience is appropriate, brands have three key questions that must be addressed for the program to take shape. 1. How cooperative is the primary Intellectual Property (IP) holder in terms of sharing licensed material? The answer to this question is typi- cally the one that determines eventual success or failure. The primary IP holder should be enthusiastic about the success of ancillary content without a debilitative clearance process. Obviously, if there is very little access or agreement about licensed material then the program will lack authentic hallmarks and not be attractive to a fan base. 2. How collaborative will the creative process be between the primary IP holder and the marketer? The relationships vary and the marketer needs to understand that access to content does not a Transmedia project make. Also, since the program is based on a story, it is critical to have quality writing and concepting talent to manufacture a successful extension to a popular narrative. 3. What level of investment? One of the virtues of Transmedia is that there is a wide range of content extensions available. It can be as elaborate as a live action Web series or as simple as a gaming app. The point is to understand what is essential to produce in order to generate the fan response. Brands must strive to be clever and to leverage innate qualities in the primary narra- tive. This doesn’t necessarily require huge production and media budgets. a digital connection agency ©2011 Band Digital, Inc. All Rights Reserved 4
  • 7. Rules of the Road There are some basic rules of the road that should be followed when executing a Transmedia project. 1. Focus on telling a good story: This may sound obvious, but it is harder than it sounds. There’s a reason the anchor story is popular and if the ancil- lary content rings hollow or false, the fan interest will quickly turn from inter- est to disdain. 2. Make it interactive: Digital tools like “choose your own adventure” engines and user-directed 360˚ video allow the user to drive the story and make choices, increasing engagement. 3. Give fans the reins to create: Letting fans create new and original content out of IP material is probably the most attractive and engaging experience. It is difficult for most licensors to feel comfortable setting the boundaries for this type of interaction. 4. Make it easily shared: Since the audience shares a passion for the original story, word of mouth will be the primary driver of the ancillary content. Make it easy to get the word out. 5. Make it easy to find relative to the anchor story: The audience knows where to find the anchor story, so make sure that the ancillary content is right there with it. Either on the same Web page, in search, or with tags. Avoiding Pitfalls Be careful of fooling an audience. Most Transmedia projects will behave like real news articles or other Web properties. When done right, they can be highly attractive mysteries for the right fan base to solve. If done wrong, they can be misleading. Even worse, they can appear unethical. It’s important to remember this is fiction. Transmedia campaigns tap into the feverish passion of a fan base and engage them around supplementary storylines. These campaigns require time and focused attention from an audience. Therefore, Transmedia campaigns are typi- cally measured against the size of an audience, the amount of time spent on the material and the ultimate action taken (e.g., whether viewers created their own video, whether they played a game). a digital connection agency ©2011 Band Digital, Inc. All Rights Reserved 5
  • 8. The Cases Star Wars The best way to tell a Transmedia case is by highlighting an example everyone From toys to alternative animation, the knows–like the Star Wars franchise. Now, this is at an extreme level, but it’s for Star Wars universe goes on forever. this reason–its notoriety and depth of channel extensions make it easy to follow along. Star Wars was released in 1977. What’s interesting is that what is arguably the most storied franchise in cinematic history–and an extremely relevant example of Transmedia–was initially intended to be just one film. But that’s because the story was just the beginning... “It wasn’t long after I began writing Star Wars that I realized the story was more than a single film could hold.” - George Lucas While developing the next two films, Lucas created such an elaborate back- story that he decided these first three films would be episodes 4,5, and 6 in what would be a six-film saga and the back-story would serve as the prequels to the films that he would make at a later date. The success of the first three films led Lucas to create The Expanded Star Wars Universe (ESWU) which encompasses all of the officially licensed, fictional background of the Star Wars universe. The expanded universe includes books, comic books, video games, spin-off films, television series, toys, and other media. Each distribution platform reached a different audience, yet stayed true to the Star Wars story. The creation of the Expanded Star Wars Universe not only increased the audience for the franchise–it likely saved it. To date, the Star Wars films alone have grossed over $4B worldwide. More importantly, the story continues and remains culturally relevant after more than 40 years. The Clone Wars animated television series has secured the next generation of fans as it has aired since 2003 and produced an animated feature film. Not surprisingly, the Clone Wars franchise has become a very successful video game franchise as well. a digital connection agency ©2011 Band Digital, Inc. All Rights Reserved 6
  • 9. The launch of the Star Wars The Clone Wars: Republic Heroes video game, like everything else Star Wars, had to successfully capture avid fan attention and guarantee an authentic narrative extension of the Clone Wars canon. Band Digital worked with animators, producers and writers to create a unique online command center with a neat twist that moved the fantasy one-step closer to reality. For the first time, fans could reproduce the holographic holocomm image, first made famous with Princess Leia and R2D2, with augmented reality. A virtual Yoda appeared on a marker, seemingly suspended in space, telling you your mission that would be fulfilled first through training on the website and then in the game. A series of story screens from Star Wars The Clone Wars: Republic Heroes video game website. Fans received holocomm messages from Yoda through augmented reality. http://www.lucasarts.com/games/jointheclonewars/ Now, a couple more case studies. These focus on specific channels that are used to extend a story. a digital connection agency ©2011 Band Digital, Inc. All Rights Reserved 7
  • 10. ABC Family’s Pretty Little Liars a Band Digital initiative Pretty Little Liars is a teen mystery/drama TV series that airs on ABC Family. Based on the popular series of novels written by Sara Shepard, the show follows the lives of four girls whose clique falls apart after the disappearance of one of the girls. A year later, they begin receiving messages from a mysterious figure who threatens to expose their secrets. It’s this basis on mystery, and the nuances of each character, that lend it so well to the idea of Transmedia. ABC Family wanted to create an experience for viewers that would feed on their intense fanship. So with little money or time, Band Digital built a “Choose Your Own Adventure” (CYOA) experience based on unique footage filmed around one of the series subplots–totaling five episodes. These special episodes ran exclusively on the series website with a headline sponsorship from Microsoft Bing. This Web feature received millions of views with minutes of playing time. What was required to make this happen? First, a story fans were interested A teen drama that endlessly cycles in enough to pursue further. Second, a story scenario supportive of the main around a central mystery: The perfect narrative universe. Third, a vehicle that afforded fan involvement. In this case, it environment for spinning sub-stories. was the ability to choose what the character would do in the game. And finally, the ability to share that game experience with other fans. Band Digital worked directly with the writers and producers of the show to create the storylines (from concept to delivery). The fan experience needed to be authentic and serve a purpose to the overall story–the episodes should add depth to their series knowledge, not waste their time. Each episode provided background information on characters and served as teasers for future episodes. But sometimes, the episodes just served to pique interest and keep the audience guessing–so we never gave away too much. How it Works Each CYOA episode has an intro. At its conclusion, two choices (prompts) appear on-screen asking the viewer which they would like to explore (rabbit hole). Once the viewer selects an option, another video begins to reveal the story. At the end of that video, the viewer is once again prompted to make another choice. This A “Choose Your Own Adventure” (CYOA) decision point. a digital connection agency ©2011 Band Digital, Inc. All Rights Reserved 8
  • 11. choice takes the viewer to the conclusion of that episode. When experience is complete, the viewer can play it again to see what the other decision points revealed, or they can share their CYOA video with a friend.     A series of videos reveal clues about the mysterious central character. http://abcfamily.go.com/shows/pretty-little-liars/make-as-move?cid=adsales_q4fy11_binggame_promo   Tracking Success The CYOA campaign is tracked using Google Analytics. Over one million people spent over three-and-a-half minutes online interacting with the content. And, the teaser for the series was leaked onto the Pretty Little Liars Facebook page, receiving over 2,000 likes and 500 comments within the first hour alone. a digital connection agency ©2011 Band Digital, Inc. All Rights Reserved 9
  • 12. Cracker Barrel a Band Digital initiative The Cracker Barrel case is different because it exemplifies a fictional universe that is both the product and the brand. At Cracker Barrel, it isn’t just the food. Or just the store. It is a brand dedicated to delivering a consistent environmental experience. Guests can relax in a front porch rocking chair, shop for throw-back toys and hard-to-find candies, then dine on home style-cooking in a friendly, comfortable, country setting. But even for a company rooted in nostalgia, it knows digital is more important than ever to its brand-and that it was time to The folksy hallmarks of the Cracker translate its brand story digitally. Barrel brand story: Open road signage, rocking chairs, checkers If you’ve been on a road trip in Cracker Barrel country, you’ve undoubtedly seen and the peg game. its outdoor campaign. Its frequent billboards are nothing if not consistent–in look and in message. And when it comes to its stores, Cracker Barrel takes every care for the likeness of the experience, down to the wall décor (which they source and store themselves). Crackerbarrel.com: The virtual narrative story extension of the real world restaurant experience.   So when Cracker Barrel decided to revamp their website, first and foremost was telling its brand story online. Not only did we redesign the site to be consistent with the in-store experience–and to streamline and incite purchase–we took great care in telling the Cracker Barrel story. Taking the Tour Nothing can explain Cracker Barrel better than actually being there. The sights, the smells, the sounds ... they all combine to create what is a signature Cracker Barrel brand experience. So we created a live-action, 360-degree interactive tour that allows guests to hang out on the front porch, browse and buy merchan- dise in the country store, and learn facts about the food while navigating through the dining room. a digital connection agency ©2011 Band Digital, Inc. All Rights Reserved 10
  • 13. A user-driven 360˚ cinematic HD video first person POV virtual visit. Interactions can occur with just about any element through digital hotspots. This isn’t the hokey hotel 360 that leaps to mind. It’s cinematic quality, HD video in a full 360 degrees. And it’s video the user controls. But, what makes this video such a key element of the digital brand is its story- telling. The video is carefully choreographed to showcase the Cracker Barrel experience, leveraging known viewer behavior to prompt people through specific aspects of the video that best represent the experience. The viewer’s eye is continually drawn to a single family–a dad, mom and daughter–from enjoying the rocking chairs on the porch to sharing a meal in the dining room. The new website captures the Cracker Barrel brand story as exemplified in the real world experience. It encourages conversations through blogs and reviews, is designed to reach the unique needs and interests of a variety of target audi- ences, and reaches these audiences through many channels…seamlessly. a digital connection agency ©2011 Band Digital, Inc. All Rights Reserved 11
  • 14. The Future of Transmedia Transmedia’s application is bound by the limitations of time and willingness of studios, publishers and networks to extend IP into uncharted territory. But the pressure to monetize content, extend advertising opportunities and attract an increasingly fragmented and fickle viewing audience will only see an increase in this activity. The biggest obstacle, and most fundamental change to Transmedia’s future, will be how IP is shared and managed. Currently, professional creative guilds are drafting rules about creation, ownership and rights for these ancillary produc- tions. Assuming that financial incentives will continue to support Transmedia production, here are some of the evolutions we might see: • Digital Publishing: Comics and graphic novels are popular extensions for serialized content, especially for fictional stories that involve a certain rabid fan base (think Buffy the Vampire Slayer). But traditional publishing can be Dark Horse Comics expensive. All of the major comic publishers are grappling with the online An online portal of digital comics offers distribution model and the need to move to digital to keep the format alive new publishing opportunities at with a broader audience. Once the cost of printing and distribution is taken darkhorse.com. out of the equation, expect to see more story extensions in this format. • User-Driven Stories: The creative and entertainment industry has a tolerant relationship with the fan fiction universe, which is an incredibly vibrant world of ordinary citizens re-creating their own versions of Supernatural or Dexter. And while we may not see outright support for this, we will see more ways to let users interact with and determine outcomes of official content. Imagine more intensive “Choose Your Own Adventure” digital series or technology that actually lets the audience interact with a live broadcast (more than just tweeting along). • Digital Content: Content hosts like YouTube are seeing the value of creat- DeviantART ing custom content for their channels. YouTube is planning a redesign for deviantART.com represents one of the January of 2012 that will allow for uncluttered content channels–called largest environments where fans write YouTube Originals. These big-budget creations will feature well known stars and create their own (unauthorized) versions of their favorite film, broadcast and draw a lot of attention from viewing audiences. More importantly, the and published stories. nature of the channel they are “broadcast” on affords the opportunity to extend the story in countless ways, include brands throughout, and create intimate interaction with viewers. • Unique Physical-Digital Experiences: With the evolution of location-based services, augmented reality, 3D web and other physical-digital connective technologies, expect to see narratives that can tap into the real world. Simple examples would include scavenger hunts and check-ins for narrative puzzle pieces. More elaborate examples could include augmented reality apps that let you see what a character sees in the real world. What will also evolve are fan’s expectations of fictional content. Clearly with the advent of rabid fan-fiction sites like deviantART, fans won’t wait for content Pottermore creators to embellish or extend a good story. They’ll do it themselves. As the Rather than write more stories, J.K. digital world continues to make it easy to aggregate, consume and broadcast Rowling is developing a virtual Harry about a very narrow topic, fans will expect that creators will offer more than Potter world where fans can live and the traditional, static primary story. A perfect example is the coming Pottermore, create their own open-ended adven- an interactive experience site created by J.K. Rowling and Sony dedicated to tures. pottermore.com/ the Harry Potter universe. Since the primary Harry Potter narrative is finished, Pottermore offers an open-ended, fan-driven interactive gaming experience that never ends. a digital connection agency ©2011 Band Digital, Inc. All Rights Reserved 12