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How Content Gains Meaning and Value in the Era
            of Spreadable Media




                                    Henry Jenkins, USC
Content is Transmedia
Transmedia storytelling
represents a process where
integral elements of a fiction get
dispersed systematically across
multiple delivery channels for
the purpose of creating a unified
and coordinated entertainment
experience. Ideally, each medium
makes it own unique
contribution to the unfolding of
the story.
ADAPTATION   EXTENSION
STORY
WORLD
CHARACTER
Four Primary Functions of Transmedia:

1. Explore the world
3. Flesh Out Secondary Characters
2. Extend the Timeline
4. Extend opportunities for audience engagement
The Problem of Engagement
State of Rio Funding:

•   “audiovisual projects in which content is developed, complementary, in
    multiple media, in order to explore and maximize the potential and
    characteristics of each one of them”


•   “spreading, stimulate and strengthen the culture of our state.”
•   For the past five years, Brazil has been among the top five countries of the
    world, often ranking ahead of the United States, Japan, and other extremely
    developed countries, in terms of the amount of time the average user spends
    online.

•   Brazil and India have been neck and neck in terms of social media usage, first
    on Orkut and now also on Facebook.

•   Over the past few years, Brazil has shown the greatest growth among the
    world’s leading economies in terms of its consumption of media and
    entertainment products.

•   The Brazilian market for computer and mobile games is expected to grow at a
    rate of 7.7 percent per year through 2015.

•   Online video consumption in Brazil underwent an amazing increase of 74%
    between December 2010 and December 2011.
Brazil – Hybrid Model
•   Mixed Media, Music, Telenovela


•   Documentary, Advertising


•   Logic of Entertainment Education


•   Focus on Cross-Cultural Understanding


•   Rio Content Market Competition


•   The Alchemists


•   Public-Private Funding
Content is Participatory
Web 2.0 critique
*Special thanks to Raquel Recuero .
Content is Remixable
Content is Spreadable
"We are all susceptible to the pull of viral
ideas. Like mass hysteria. Or a tune that
gets into your head that you keep on
humming all day until you spread it to
someone else. Jokes. Urban legends.
Crackpot religions. Marxism. No matter how
smart we get, there is always this deep
irrational part that makes us potential hosts
for self-replicating information."

                          Neal Stephenson
Circulation
     vs.
Distribution
Content is Global
performance              play
                                    networking
          collective intelligence
multitasking
                      distributed cognition
     appropriation
                               negotiation
               judgment

  simulation            transmedia navigation
4Cs
Fandom and Informal Learning
“Education either functions as an
     instrument which is used to
facilitate integration of the younger
   generation into the logic of the
  present system and bring about
    conformity or it becomes the
practice of freedom, the means by
    which men and women deal
critically and creatively with reality
 and discover how to participate in
 the transformation of their world.”
 ― Paulo Freire, Pedagogy of the
              Oppressed
“Play is the work of childhood” -- Jean Piaget
Key Features

•A network of networks –
context matters

•Transparency while still
respecting privacy

•Mentoring Matters --
Assessment of
participation as well as
expertise both as a
network and an individual

•Co-Learning …everyone
can share their
knowledge and build
upon each other --
REMIX

•Collections of challenges
by themes or a multi-
linear paths.


                             Discove   Learn.   Teach.
Henry Jenkins
Henry Jenkins
Henry Jenkins
Henry Jenkins
Henry Jenkins
Henry Jenkins
Henry Jenkins
Henry Jenkins
Henry Jenkins

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Henry Jenkins

  • 1. How Content Gains Meaning and Value in the Era of Spreadable Media Henry Jenkins, USC
  • 2.
  • 4.
  • 5. Transmedia storytelling represents a process where integral elements of a fiction get dispersed systematically across multiple delivery channels for the purpose of creating a unified and coordinated entertainment experience. Ideally, each medium makes it own unique contribution to the unfolding of the story.
  • 6. ADAPTATION EXTENSION
  • 7.
  • 11.
  • 12.
  • 13.
  • 14. Four Primary Functions of Transmedia: 1. Explore the world
  • 15. 3. Flesh Out Secondary Characters
  • 16. 2. Extend the Timeline
  • 17. 4. Extend opportunities for audience engagement
  • 18. The Problem of Engagement
  • 19.
  • 20.
  • 21.
  • 22. State of Rio Funding: • “audiovisual projects in which content is developed, complementary, in multiple media, in order to explore and maximize the potential and characteristics of each one of them” • “spreading, stimulate and strengthen the culture of our state.”
  • 23. For the past five years, Brazil has been among the top five countries of the world, often ranking ahead of the United States, Japan, and other extremely developed countries, in terms of the amount of time the average user spends online. • Brazil and India have been neck and neck in terms of social media usage, first on Orkut and now also on Facebook. • Over the past few years, Brazil has shown the greatest growth among the world’s leading economies in terms of its consumption of media and entertainment products. • The Brazilian market for computer and mobile games is expected to grow at a rate of 7.7 percent per year through 2015. • Online video consumption in Brazil underwent an amazing increase of 74% between December 2010 and December 2011.
  • 24.
  • 25.
  • 26.
  • 27.
  • 28.
  • 29. Brazil – Hybrid Model • Mixed Media, Music, Telenovela • Documentary, Advertising • Logic of Entertainment Education • Focus on Cross-Cultural Understanding • Rio Content Market Competition • The Alchemists • Public-Private Funding
  • 31.
  • 32.
  • 34.
  • 35.
  • 36.
  • 37. *Special thanks to Raquel Recuero .
  • 38.
  • 39.
  • 40.
  • 41.
  • 43.
  • 44.
  • 46.
  • 47.
  • 48.
  • 49.
  • 50.
  • 51. "We are all susceptible to the pull of viral ideas. Like mass hysteria. Or a tune that gets into your head that you keep on humming all day until you spread it to someone else. Jokes. Urban legends. Crackpot religions. Marxism. No matter how smart we get, there is always this deep irrational part that makes us potential hosts for self-replicating information." Neal Stephenson
  • 52. Circulation vs. Distribution
  • 53.
  • 54.
  • 56.
  • 57.
  • 58.
  • 59.
  • 60.
  • 61. performance play networking collective intelligence multitasking distributed cognition appropriation negotiation judgment simulation transmedia navigation
  • 62. 4Cs
  • 63.
  • 64.
  • 65.
  • 67. “Education either functions as an instrument which is used to facilitate integration of the younger generation into the logic of the present system and bring about conformity or it becomes the practice of freedom, the means by which men and women deal critically and creatively with reality and discover how to participate in the transformation of their world.” ― Paulo Freire, Pedagogy of the Oppressed
  • 68. “Play is the work of childhood” -- Jean Piaget
  • 69.
  • 70.
  • 71.
  • 72. Key Features •A network of networks – context matters •Transparency while still respecting privacy •Mentoring Matters -- Assessment of participation as well as expertise both as a network and an individual •Co-Learning …everyone can share their knowledge and build upon each other -- REMIX •Collections of challenges by themes or a multi- linear paths. Discove Learn. Teach.