Tag Archives: Audience Participation

FOE4 Musings: AMC’s The Prisoner and Transmedia Participation

AMC’s The Prisoner and Transmedia Paticipation

November 21st, 2009

In this week’s review of AMC’s remake of The Prisoner, I wrote at length about what I saw as a failure of the show’s narrative: in my eyes, the series struggled due to a lack of information that resulted in no emotional connection with the characters and, as a result, no real connection to the story. I resisted the argument that the series’ sense of mystery, and its complex thematic conclusion, justify this structure, and friend of the blog David J. Loehr brought up a great example to support my point:

It makes me think of Hitchcock’s example of the “bomb under the table” idea, that you can show ten minutes of two men having the most boring lunchtime conversation ever and BOOM, their table blows up. That’s a cheap thrill at the end of ten boring minutes. Or you could show the bomb under the table, then continue the exact same scene, boring conversation and all, except now it’s fraught with tension as you wait for the bomb to go off. The sixth episode is the bomb, at least in this example if not in modern lingo.

However, based on conversations I had with some of the always great posters at NeoGAF and today’s Futures of Entertainment 4 panel on Producing Transmedia Experiences: Participation and Play, I’m starting to understand why some have argued that the series was actually a success. It seems that those who enjoyed the miniseries are those who so inherently bought into the sense of mystery and intrigue (inspired both by the density of this miniseries and the decades of debate over the meaning of the original series) to the point where they began to see narrative gaps as clues, and inconsistencies as paradoxes meant to be seen as part of the broader narrative.

I would argue this was not by design, and that these viewers are taking poor execution and turning it into a game that the writers and directors didn’t actually create. They have effectively “gamed” the miniseries, taking a trend that is popular within serial dramas like Lost and applying it regardless of whether it is actually part of an intended transmedia experience.

It’s a behaviour that indicates television has become an environment of “game” (by providing a clear sense of how audience can participate in the construction of narrative) or be “gamed,” and that AMC missed an opportunity to improve the response and increase the impact of the miniseries by not actively pursuing this avenue.

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FOE4 Musings: Chuck vs. Fan Management vs. Fan Facilitation

Chuck vs. Fan Management vs. Fan Facilitation

November 20th, 2009

Currently ongoing at MIT, the Futures of Entertainment 4 Conference is a gathering of academics, industry leaders, and interested parties for a discussion of how “the creation of transmedia storyworlds, understanding how to appeal to migratory audiences, and the production of digital extensions for traditional materials are becoming the bread and butter of working in the media.” And while I’m not at the conference myself, through the joys of the #FoE4 Hashtag on Twitter and some extensive liveblogging it’s as if I am, which is a wonderful feeling for an academic who is isolated from these types of major conferences by geography and funding both.

However, as regular readers of Cultural Learnings know, I rarely engage in wholly academic discussions in this setting, and in terms of this conference I’m particularly interested in the convergence between the discussions being held at the conference and my own experience looking at both television and the culture that surrounds it. In particular, this morning’s panel (moderated by friend of the blog Jason Mittell) on transmedia storytelling from the perspective of the producers (both in terms of third party companies who work on tie-in websites, etc., and those who are in charge of organizing those efforts) raised an important question that perhaps Henry Jenkins put best in a tweet:

There’s obviously an ideological difference between the two terms, one designed to control and the other designed to empower, and in an example like NBC’s Chuck (which, as announced yesterday, is returning in January) we can use these terms to describe the challenge facing the show’s relaunch.. The successful fan campaign which “saved” the show and earned it a third season was facilitated indirectly, as fans created their own transmedia experience by taking product placement and turning it into their own mini-marketing campaign.

And, as a result, NBC is in a position where Fan Facilitation and Fan Management start to blur, as the existence of an existing fan base more often inspires networks to attempt to control and manipulate that group rather than understanding the intelligence implied in their earlier behaviour and using that to their advantage, risking turning them away and squandering the potential they offer.

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