TRANSMEDIA AND MOBILE MEDIA
NARRATIVE ECOLOGY
Narratives in ecology of media through:
Screen media – texts, oral storytelling, e-books, digital videos, social media posts, etc.
Societal influences – relationship between author, reader and collaborative texts.
Accessibility of increased media narrative.
Presentation of a post-modernity world, and interruption to personal sphere.
Narrative dispersed upon multiple media platforms.
DECENTRALIZED NARRATIVE
Narrative dispersed, with no organised centre, therefore, narrative can be interpreted and experienced out of sequence.
No reliance on narrative arcs, or narrative trajectories – therefore, narrative considered nonlinear.
This means narratives are diversifying.
E-BOOKS
Screen media takes on aesthetic of previous media (for example, books). This clarifies previous media, and modernized it. The technological change over allows for media to be dispersed complementary across multiple media, populating the narrative further.
REVELLE (2014)
Increased technology allows mediators to push boundaries of purposes to collaborate within the media. Values include to:
1. Educate and inform
2. Explore novels and narratives
3. Experience and interaction
4. Entertain
Etc.
Therefore, an augmented reality supports the collaboration of learning. We see a transformation of audience interaction, to prosumers (active participants).
Likewise, supplementary multimedia increases creative engagement. This interaction can be seen through social media, sharing, bookmarks, emails and tours.
MOBILE AS PORTAL BETWEEN REALITIES
Mobile media allows for interactive dispersion by:
1. Reading
2. Revealing
3. Recording
4. Receiving
5. Reacting
SHIFT TO SPATIAL DESIGN – NARRATIVES
Spatial design allows for non-linear narratives, which open new narrative and media spaces. With this, fans can interact and shift between media platform for narrative, as there are multiple points of narrative entry. Meaning, characters and story arcs will extend in time and platforms.
BIBLIOGRAPHY
Revelle, G. et al. (2014). Educating via Entertainment Media, ACM Computers in Entertainment, 12(3)