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Bibliography: " Transmedia Storytelling" (2003) by Henry Jenkins


Jenkins, Henry. "Transmedia Storytelling." MIT Technology Reviews, January 15, 2003. https://www.technologyreview.com/s/401760/transmedia-storytelling/.

In this article, Jenkins introduces what he terms as “transmedia storytelling” within the game industry and design, that situates the growing connection between different media channels in creating an overarching narrative that transcends the initial boundaries of a specific platform. He states that there is a creation of new narratives, expanding on the current, exploring on the unknown, and even testing the pre-established or possibly contesting against it. In discussing this further, Jenkins lists current limitations and difficulties in transmedia entertainment, specifically, the lack of the media industry to do collaborative productions that compel transmedia experience – that is, there is a need of a new model for co-creation, rather than adaptation-of content that crosses media.

In response, Jenkins proposes transmedia storytelling, wherein in its ideal form, each medium does what it does best-so that a story might be introduced in a film, expanded through television, novels, and comics, and its world might be explored and experienced gameplay, with each franchise entry needing to be self-contained enough in order to enable autonomous consumption. This, he would argue, sustains the depth of experience and motivates further consumption. He uses the examples of Pokémon, Star Wars, Star Trek and Indiana Jones as examples of how transmedia storytelling spans out through different mediums but ultimately leads back to the development of each franchise’s known universe, thus allowing new content consumption for the audience, and giving the franchise a fresh new appeal with each addition.

This article is what catapulted Jenkins in the transmedia studies field and cited by other scholars, thus giving a glimpse of the origin and development of focus of transmedia studies over the years, evolving beyond the cinema industry and engaging with new technologies and accessibility for audiences.

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