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This presentation examines various transmedia projects, including Project Murmur, Clandestine Anomaly, Liquid Land, and Made in Kitchener. Established between 2003 and 2012, these projects showcase differing approaches to narrative and user engagement. Project Murmur utilized audio narratives to connect local stories with neighborhoods, while Clandestine Anomaly sought to blend sci-fi RPG elements with augmented reality. Liquid Land creatively repurposed storm debris in musical concerts, and Made in Kitchener offered a mobile walking tour highlighting industrial heritage. Each case highlights pros and cons regarding accessibility, audience participation, and longevity.
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Narrative & Transmedia By Graeme Stewart and Ryan Clement
Presentation Outline Description of Projects and their Pros/Cons Conclusions Theoretical Discussion
Project Murmur Established in 2003 in Kensington Market, Toronto Allows recorded audio narratives about neighbourhood locales to be listened to via a phone call
Clandestine Anomaly Under development since 2012 Sci-fi RPG augmented reality game designed for mobile devices
What was effective? Local connection through narrative Easy-to-use Easy to set-up Longevity
What was not effective? Mostly just a broadcast system Novelty wears off Easy to miss Longevity Antiquated (not an app, no video)
What was effective? Fun idea Transplantable Transition from video games to AR Player decisions could change outcome
What was not effective? Quite complicated Some elements cliché Low budget Limited connection to real world Limited technology
Liquid Land Established in 2012 Collaboration between Danish filmmakers and New Orleans musicians Repurposing storm debris for musical productons Live concerts, record, documentary
What was effective? Compelling concept Captures “spirit” of New Orleans through: -Innovation & Improvisation Music, Water, Perseverance Easy to access
What was not effective? Lack of accessibility Closed project, no audience participation or collaboration Limited longevity
Made in Kitchener Established in 2012 Walking tour through Kitchener hotspots using mobile devices Relics of the city’s industrial past mixed with digital media access points
What was effective? Local connection through narrative Bridge gap between youth and elderly Encourages citizen participation Longevity
What was not effective? Low quality audio/video Lack of publicity Small scope Digital interfaces could be alienating for some participants
Conclusions What is the value of language? How are language and narrative inter-related? How is narrative used? How could we use narrative?
Conclusions Put your audience first Find balance between interactivity and structure Work within but to the limit of your budget Have fun
Works Cited See Attached Annotated Bibliography