Transmedia storytelling is a mode of storytelling that is
gaining speed with the digital humanities. A story that is transmedia is one
that utilizes many different avenues for the telling of one story. We call this
transmedia as opposed to cross-media, because this type of narrative does not
simply cross media borders – we are not talking about merely making a series
adaptation of a novel, for instance – this type of narrative blurs the lines
between media. It utilizes all different types of media simultaneously to
create the story.
Henry Jenkins boils transmedia storytelling down to a few
key concepts. Firstly, he claims that there must be additive comprehension.
This means that the entirety of the story cannot be told through one medium:
“each medium makes its own unique contribution to the unfolding of the story”
(Jenkins). The media used builds upon one another to create a multi-layered and
complex narrative. To this end, Jenkins also asserts that those stories that
are transmedia are interested in building a vast fictional world. By granting
the reader/viewer access to many different experiences with the story and its
characters, one can begin to see an entire complex universe unfold. Also, says
Jenkins, transmedia stories will appeal to the “collective intelligence.” The
collective intelligence allows readers and viewers to unite in order to explore
and solve problems within the fictional world: “Transmedia storytelling expands
what can be known about a particular fictional world while dispersing the
information, insuring that no one consumer knows everything and insure that
they must talk about the series with others” (Jenkins).
The beloved television show Lost is an example of a transmedia story. Lost is formatted like a video game, says theorist Steven Jones,
and it requires the audience to participate in collective research in order to
solve mysteries. Jones says that the audience, in order to pick up on the
entirety of Lost, must pick up on
what he calls “easter eggs” – little clues that stick out and pull the viewers
out of the narrative of the episode and compel them to explore another part of
the Lost universe.
At first glance, this means of storytelling can be daunting.
As the audience, we like to think that when we finish reading or watching or
experiencing we will know the story.
We want closure and answers. Believe me, being a lover of Lost, the lack of closure I feel is horrifying. However, it is so
incredibly fun to have to dig and ponder and discuss and get frustrated. Not
all transmedia narratives are game-like like Lost, however. There are
many that have texts that are just supplemental or paratexts for the ur-text of
the story. In my opinion there are some para- or supplemental texts that are
unnecessary. For example, I am not a fan of role-play sites/blogs. I like to
believe that the characters that I read/view are authentic –even though they
are fiction. As the audience, I don’t want others to claim to have publishable
access to the interior state of these fictional characters if I don’t. But
maybe that is just me. All in all, I think that transmedia narratives can be a
wonderful exploration in what storytelling is and how narrative can be
developed with an audience that has all types of media at their fingertips.
Works Cited
Jenkins, Henry. Transmedia Storytelling 101. 22 March 2007. Web. 23 July 2015.
Jones, Steven E. "The Game of Lost." The Meaning of Video Games: Gaming and Textual Strategies. NY: Routledge P, 2008. Web. 23 July 2015.
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