The Chatsfield: Case Study & Interview with Alison Norrington « TMCResourceKit


My fantastic interview with Alison Norrington on The Chatsfield: Harlequin Mills & Boon’s transmedia storyworld is up!

 

Check out how this Cutting Edge Multi-Platform Publishing Venture is supporting Fan Fiction & Fan-Made Videos… super cool

 

http://www.tmcresourcekit.com/the-chatsfield-case-study-interview-with-alison-norrington/

Source: www.tmcresourcekit.com

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The first games that show off iOS 8’s graphics are available for download. Metal is so metal


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Source: www.theverge.com

‘The most impressive of the group is probably also the least game-like of them. It’s Epic Zen Garden, the chill-out-and-watch-butterflies app that was demoed at WWDC earlier this year. There are cherry blossoms to send floating about, koi to hassle in a pond, and sand to rake — it’s all very relaxing and impressive, but it’s definitely not much more than a tech demo. Macrumors reminds us that if you want to know more about how it works, you should check out Unreal’s video from last June….’

See on Scoop.itTracking Transmedia

Tom Perlmutter, Reflections on the Evolving State of the Interactive Documentary | Sunny Side June 2014


3. Creating an integrated whole?

I also found that many of the projects still conceived transmedia in terms of the material to which you could give access to an audience—photos, sound bites, side narratives and so on.  Everyone talks of creating an integrated whole but it is not truly that in its heart.  There is still the strong impulse that documentarians have: “I have all this material that won’t fit in a film and wouldn’t it be wonderful to use.” The projects are more sophisticated in their use of the material but there is still a ways to go to live fully within the form itself….

Source: www.sunnysideofthedoc.com

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Nick Dorra: What can TV learn from Minecraft?


Kids love the world-famous user-generated video game. Rovio/Angry Birds’ Dorra explains how Minecraft can inspire TV too

Source: blog.mipworld.com

very cool: 

"While the game is the most important part of the business model for developer Mojang, and brand extensions like the LEGO Minecraft kits are natural steps, these traditional tools could never have made the game the blockbuster it now is. It is the combination of the ‘Creative Mode’, coupled with the reach of YouTube, that have created a whole new set of big time players in the kids video market (Stampy Longnose, who is pictured above, and whose creator spoke at last April’s MIP Digital Fronts, has 150m monthly views). Their massive reach has in turn catapulted Minecraft onto the centre stage of kids’ entertainment today.

An important thing to note here is that Mojang has had no way of influencing the kinds of things people do with the platform they are provided through Minecraft. And this is a really good thing, since if they tried they’d risk alienating their greatest evangelists. It would also make no sense for Mojang to try and create a YouTuber personality, since the creativity, random ideas andauthenticity of the massive fan base far outweigh any company’s creative resources…"

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Serious Games: Changing the World with Transmedia | International Documentary Association [Flashback 2011]


“The eighth annual Games for Change symposium, conducted in New York City, June 20-22 at New York University’s Skirball Center, showcased the major players and initiatives of the emerging social impact gaming movement. An authentic and functional execution of media convergence, social impact gaming fuses gaming, online interactivity and social media to achieve positive real world outcomes; so naturally, Games for Change included a keynote address from former US Vice President Al Gore. Asi Burak, creator of the groundbreaking game Peacemaker and co-president of Games for Change with Michelle Byrd, maintains,  “Featuring Vice President Al Gore as the festival’s keynote set the tone that games are mainstream and that games for social change and learning make all the sense in the world.” Gore clearly concurred, observing that “People need play, and the potential of gaming combined with social interchange media is huge. The question is, Can games change unsatisfying reality?””

Source: www.documentary.org

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