Archives for the month of: October, 2013


“A story can put your whole brain to work”

In this article: What Storytelling Does to Our Brains It explains how we are hard-wired for storytelling; we listen more effectively, emote and learn empathy of experience by another relaying their experience, engage and more importantly remember.

“Personal stories and gossip make up 65% of our conversations.”… I would say with some on social media that number would be creeping toward 90%

So the power that holds in marketing is unfathomable, get someone to care and you have them hooked.

An interesting article on a the game, Ico, being turned into a novel:

“…any video game that can effectively be translated into a book is not pushing the storytelling to its full potential…By their very nature, games change the way we relate to the tales we are no longer hearing but experiencing. It parallels the differences between sympathy and empathy. “That seems sad” versus “I’ve experienced that, and I know how that sadness feels.”


So in my game I aim to turn a highly evocative time spanning novel, into a game.  Does  this work when the shoe is on the other foot? …I say yes… Why?  Because you have the story there:  The bones , the structure and narrative are all planned out and characters are realised.

I think a game can add to,  not detract from the novel. can add beautiful experiences and detail and enhance messages within the storyline. For example the tale of Beauty, her travels take her to various time periods, places and she encounters different challenges in each. She even reaches as far as Hell and another Fairy realm called Ylles.  All these places and times could be expanded and developed through the game.

My concept is just focusing on unravelling the story slowly, the world of chapters 1-3. Two reasons, One, I aim this to a highly fan feed project. Starting the project slowly to gauge how the audience want it to proceed is fun. Number two, the novel is vast… and I am only one person …with a assignment deadline:)


“Fan Herding” Copyright Tansmedia 2013

a person who is enthusiastically devoted to something & the act of bringing individual animals together into a group  


Wikipedia Definition: Fandom (consisting of fan [fanatic] plus the suffix -dom, as in kingdomfreedom, etc.) is a term used to refer to a subculture composed of fans characterized by a feeling of sympathy and camaraderie with others who share a common interest. Fans typically are interested in even minor details of the object(s) of their fandom and spend a significant portion of their time and energy involved with their interest, often as a part of a social network with particular practices (a fandom); this is what differentiates “fannish” (fandom-affiliated) fans from those with only a casual interest.


Case Study: The Hunger Games 

Participatory Culture to Activism 

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New York Times, ArticleFan Power: Hunger is Not a Game

Truly inspiring story and a testament to fan power. The beauty of Transmedia is that it’s owned by the people- the fans decide. The fact that it can be used to create a movement and insight social change should be embraced by big corporations.

As the Harry Potter Alliance has helped out in society, making the fans realise they can use there desire to change  the status quo, not just in the imaginary world, but use that desire to make a difference here and now:

How can we make the stories people want to follow?I believe it is as simple as:

  • Relatability to character.
  • An Interesting twist in narrative.
  • Story has relationship to real world themes/events/happenings

People need to feel they are a part of the telling of these stories too not just being told how they must interact.

As stated in this study: Design Elements of Transmedia Branding

“Most importantly, such stories are passed along when people find these narratives meaningful and emotionally engaging. Spreadability is a key enabler of transmedia branding.”