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Truly Free Film

Nobody Knows Anything #5: Rethinking Transmedia and Crossmedia

By Charles Peirce  

Nobody5-300As I alluded to in a previous post, Transmedia is in the midst of a debate about its definition and who has the authority to determine that definition. It is one of those discussions I think best observed from the sidelines, but then I have no financial or artistic stake in that debate. However, I do think they’re important terms to understand.

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Truly Free Film

This Is Transmedia

I am producing Lance Weiler‘s HOPE IS MISSING (with Anne Carey). It’s hard to call it just another feature film when Lance does so much more to expand the story world. In the past, I have encouraged filmmakers to make a short to demonstrate their skills or help clarify the world they want to create. Yes, Lance made a short for HopeIsMissing (aka H.i.M.), and you can watch it at the bottom of this post, but that’s just a tip of the iceberg.

When I speak about it to studio execs, most still don’t know what I mean when I say it is a transmedia project. Hopefully that will never be the case again once we make the feature. One would think that this would have already changed though by what has been done already.

Perhaps you were at Sundance and encountered the PANDEMIC. It was an installation at New Frontier. It was an online experience. It was location-based ARG. It was story R&D. Lance explains:

How I Learned to Start a Pandemic from Turnstyle Video on Vimeo.

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These Are Those Things

Games For Change

Alternative Reality Games and other new media ventures that included a social impact message really hit home this year.  There is tremendous opportunity within this field to make something beautiful that means something.

World Without Oil, debuting last year in 2007, set a high standard and had participants from all over the globe.

ITVS helped fund WOW as they did Fatworld.

FATWORLD is a video game about the politics of nutrition. It explores the relationships between obesity, nutrition, and socioeconomics in the contemporary U.S. The game’s goal is not to tell people what to eat or how to exercise, but to demonstrate the complex, interwoven relationships between nutrition and factors like budgets, the physical world, subsidies, and regulations. Existing approaches to nutrition advocacy fail to communicate the aggregate effect of everyday health practices