SHARP slides-final (adaptation in children's media - BBC cartoon and game)
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Transcript of SHARP slides-final (adaptation in children's media - BBC cartoon and game)
BOOKS, CARTOONS AND COMPUTER GAMES IN THE CONTEMPORARY CHILDREN’S TRANSMEDIA CONTEXT
CLAUDIO PIRES FRANCO
THE DIGITAL BOOK AND DIGITAL FUTURES
Transmedia & Cross-Media Era
Today’s games are deeply enmeshed in the ‘convergence’ that characterises modern media: books
are made into films which are made into games (and vice versa), which in turn generate a myriad of other
texts and commodities. (Buckingham, 2006: 4)
!
Transmedia or perhaps Panmedia?
Total sales in 2011: £1.2m and coun5ng...
Source: Nielsen BookScan TCM—28 weeks to 16th July 2011
The Cross-Media Journey of MUDDLE EARTH
A case study�
! The game was essentially an extension of an existing IP, a ‘complement to the series […] where players can interact with the world and characters’
According to the BBC:
Staying on brand was an essential prerequisite – it had to be very faithful, we had to be sure the characters and everything was on brand.
Brand consistency - essential for the BBC and game producers
Brand Consistency
CONSISTENCY… What is it? How is it defined? Where is it visible? How does it affect the adaptation?
! Consistency is different from ‘fidelity’ – new medium, new language, resources, techniques and conventions – it assumes, and requires, transformation
! Fluid concept with floating meanings – emergent and defined in operation, flexible, negotiated.
We’ll get the basic copy to you so you can muddle it.
! This new phrase captured the spirit of the revision, feedback and approval operations taking place.
Brand Consistency
The Cross-Media Journey of MUDDLE EARTH
!
THE STORY
The failed wizard Randalf summons schoolboy Joe from real world to become warrior hero that will save Muddle Earth
Dr Cuddles, an evil blue teddy bear, has seized the magic book of spells, and is causing mayhem
Joe has to use his wits as Randalf gets unmasked as a coward and a farce – by Veronica, his sarcastic budgie
• Heros’ Journey elements: a reluctant hero, a mentor, allies, heralds, journeys, quests, an evil enemy, back home
• Humour: A spoof wizard and a sarcastic budgie, sarcastic humour, a king who’s bossed around by his wife
• The parallel plot of a little silver spoon – The Lord of the Teaspoons
!
!Keeping books in the game�
THE QUEST SYSTEM – main storytelling device
• Game-specific
• Combines events from TV / book and new events
• Completing quests and sub-quests (kernel and satellite events) – include dialogue, mini-game playing, exploring, progress to next quest – chained quests, mostly linear
The narrative was matched to the conventions and story-telling devices of the casual MMORPG genre (Massively Multiplayer Online Role-Playing Game).
The story is partly read, partly watched, mostly played
From story-telling (or story-reading or story-watching as some may prefer) we move into the more recent practice of…
STORY-PLAYING
• Back to long story arc (game can be saved)
• Action centred on player – minimum parallel plot (never actually seen, only told about developments)
• Can’t have 1,000 heroes – the hero is the player, a new customisable character (avatar)
• The ‘muddled’ wacky tone is kept, but humour becomes even less sarcastic than in TV series
• No slapstick humour as in TV series (technical constraints. Budget)
Narrative Changes
Game Adaptation
Model
SOURCE TEXTS
GAME ENGINES
GAME IDEAS
BUDGETS TIMINGS EDITORIAL
Hypertextuality Games Intertextuality NARRATIVE
RESOURCES GAME GENRES CONVENTIONS TECHNICAL CONSTRAINTS
PRODUCTION CONTEXTS AND CONSTRAINTS EXTRA-textuality
OTHER MEDIA SOURCE TEXTS SERIES OF OTHER: INTERTEXTS THEMES REFERENCES
GAME MEDIUM DEVICES
OTHER GAMES GENRES
ENGINES
NON-TEXTUAL INFLUENCES ON THE TEXT
SO WHAT? WHY WOULD PUBLISHERS
AND AUTHORS CARE?
WANTED! INTREPID AUTHORS OR PUBLISHERS WHO WANT
TO EXPLORE STORYTELLING THROUGH GAMES
REWARD PERHAPS MANY SLEEPLESS NIGHTS, PROBABLY SOME WEIRD NIGHTMARES, AND FOR SURE AN
AMAZING JOURNEY OF EXPLORATION AND DISCOVERY!
Ongoing Research
UNESCO – sponsored project Crossing Media Boundaries: New Media Forms of the Book
! Development of, and use, of adaptation / transmedia
game analytical model and production framework – test and evolve with stakeholders, game producers, and the different game / book audiences
! Operational tools and research approaches to involve audiences in processes of co-creation and feedback
That’s all Folks!!
[email protected] ADAPTATION360MEDIA.WORDPRESS.COM