audience members outside the target demographic are often treated as "surplus."
*In some cases, audience members might provide supplementary income through purchasing content surrounding the main television property, but they are often considered irrelevant.
*when these "undesired" segments start to overwhelm the core demographic, they can be seen as a nusance, diluting the show's market, and confusing advertisers about its value for delivering targeted consumers
Transmedia a System of Generating Audience Engagement
*Narratives such as soap operas have staying power because they provide a storytelling universe substantially larger than the show itself, offering almost infinite material for fan discussions and debates—and thus insuring "spreadable" content across fan networks.
*story worlds are defined by large backstories that cannot be neatly summarized; an ensemble of characters within the current narrative and across its larger history; substantial reliance on program history; narratives shaped by a wide variety of creative forces over time; a serialized structure of storytelling; and a sense of permanence and continuity within the fictional universe.
*Since the appointment television model focuses primarily on income from advertising, the many business possibilities of longer-term content are often ignored.
*soap opera industry continues to see its properties only as a vehicle for selling young adult females to soap companies (the same model that the genre has used for the past eight decades)
*comic book franchises, sports leagues and other immersive franchises have built business models which identify multiple ways of engaging with the narrative and thus open up multiple revenue stream
*professional wrestling builds its weekly soap-opera-like serialized television shows around a business model which includes live events, pay-per-view shows, merchandise, DVD sales, original website content, video games, and various other types of storytelling, many of which generate direct revenue from audiences
*Such examples are driving the media industry to think more deeply about content as an ongoing and renewable generator of value, not as a one-time commodity
*these complex serialized narratives are now extending beyond the medium of television into webisodes, printed and digital comics, computer games, alternative reality experiences, and so on
*The industry calls such practices "transmedia entertainment"
Continuity and Change:
A History of Transmedia Entertainment
*Comic books, video games, and other markets once considered ancillary now play increasingly significant and re-centered roles in the production and consumption of everyday film and television properties
*Ex: Heroes, Transformers, or Star Trek
*Understanding transmedia in terms of cultural exchange across and transformation through different media experiences means recognizing traditional processes of adaptation and translation of content as a foundation for the social exchange of spreadable media today
*Ex: the Bible might be considered one of the most successful transmedia narratives in history: its stories have been passed down over centuries not only through written word, but also religious paintings and icons that framed those stories in new ways
*Corporate managers increasingly consider the development of a video game to accompany a film, for example, not in terms of adaptation but in terms of extension in which stories are elaborated rather than retold
*Today’s spreadable media, therefore, extend from a much longer history in which entertainment culture has been generated and regenerated over time and across production contexts.
*Transmedia entertainment makes a great deal of sense in the context of convergence, offering content that can be liberally extended and multiplied across a range of possible cultural experiences
"The Total Engagement Experience"
*"The total engagement experience gives you a bridge experience in between each broadcast; it drives people to the show week after week through these experiences; and it also gets people to sample the show who have never seen the show before. It also generates press buzz and creates new revenue sources."
*an engagement model thrives when entertainment properties help active audiences connect with one another
*this is best accomplished through extending the experience of the story world to new venues
Valuing "Cult" Audiences
*active fan discussion and active word-of-mouth is a stark reminder that transmedia and spreadability should not be too narrowly defined.
*behaviors that were once considered "cult" or marginal are becoming more central to television industry's acceptance of the engagement based model
*In a world where audiences now regularly use Twitter, Facebook, blogs, and video-sharing sites to react to mass media offerings, the media industry and brands increasingly recognize and respect the influence of these grassroots intermediaries
Do you think you can weave these, as well as your own commentary, into a narrative blog entry? That would be best.
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