Towards a definition of transmedia…
Over the last few weeks, there’s been a renewed interest in coming up with a solid definition of transmedia. That’s, perhaps, not fair to say – there’s always been an interest in defining this brave new world of whatever the heck it is that we do. What’s changed, however, is the mainstream awareness (and money making potential) and that, of course, brings a sense of urgency to label these things as something… anything.
Several years ago, two terms began battling it out for dominance: cross-media and transmedia. While most tended to lump the two terms together, a few began to differentiate between them. No matter the side people were on, many of the arguments seemed to boil down to little more than “I like this term and my work is X! So I am going to define it as such!”. To a small degree, that continues today as the reaction to the Producers Guild of America’s definition of transmedia seems to show.
That’s right, the PGA has defined transmedia. It’s a great day for us – no matter what one thinks of the initial definition. It provides a sense of legitimacy and will help to open doors that were previously closed. It also helps to spread awareness and will, hopefully, encourage the other guilds to follow suit and convince more people to explore the possibilities of transmedia. Because, when it comes right down to it, the more people play in this crazy sandbox, the more we’ll actually come to understand what we can do with it. (definitions be damned!)
However, the PGA definition, as some have pointed out, seems to favor franchises. As franchises can greatly benefit from transmedia, it’s a very legitimate use – and one that is especially favored in Hollywood. From Star Wars to Harry Potter, franchises are what make the networks and studios money. However, for many, it’s one of the least exciting applications of transmedia entertainment. What this has done, then, is reignite the definition debate. And, though it has always been this way, the discussions are even more focused on the intent and content of the project. Do these have a place in transmedia? Absolutely. But are they what defines transmedia? Not at all.
Before we can look at content applications (such as universe building or marketing), we need to look at the very basics – how many media formats and platforms are used and how does the project utilize them? Transmedia projects are comprised of multiple media formats distributed on multiple platforms and where the platforms interact with each other in a complex relationship in order to create a larger and more complete whole. That’s a confusing sentence, so I’ve broken it down into a pretty little diagram (clicking on the images will take you to bigger versions with captions).
The first thing to look at is the number of media formats that a project utilizes. Examples here would be video, text, or audio. Keep in mind that this is from an audience standpoint. Obviously, nearly every film since the 1930s has used both audio and video which, technically, makes it a multimedia project. We aren’t talking about that. So, ignore what goes into the production and look only at what the audience sees or interacts with. Is there just one media format or is there more than one?
From there, we look at how the project is distributed – what is its platform? Most single format projects are distributed on a single platform: video to movie or text to book. However, when we’re dealing with a multimedia format, the options expand. Some projects are distributed on a single platform (examples: a website, video game, or assemblage) while others are distributed over multiple platforms.
Up until now, I suspect that most of you agree with me. Transmedia projects are comprised of multiple media formats distributed on multiple platforms. But here is where it gets a bit tricky and where cross-media and transmedia diverge.
Unlike some definitions, at this point, it has nothing to do with the number of formats or platforms but everything to do with how they interact with each other. We already addressed the number issue in the first two steps - both with format and with platform. And our number system is one or many. The reason for this is that a bridge can be created between two platforms and all we need for interaction is one bridge. So it’s not a matter of number at this point, but how the interaction occurs. The way I see it, we have three options: no interactions, simple interactions, and complex interactions.
1. The platforms do not interact. In this case, the media platforms are completely and wholly separate. They may have similar content and come from the same “universe”, but there is nothing that takes someone from one platform to the next and there is no reason to go between platforms. Marketing campaigns make heavy use of this – you’ll see similar messaging on billboards, in tv commercials, and on websites but there is no interaction between any of them. Putting the commercial on the website does not count – it is just a commercial sitting on a website, it is not interacting with the website. This multiple media.
2. The platforms interact with each other in a simple relationship. Not only may the various platforms have similar content and messaging (as in Multiple Media), but here there may be content that drives you from one platform to the next. However, the relationship is typically one way and it’s quite simple. As far as the entirety of the project, the platforms do not rely upon each other in order to make the experience complete. For example, look at you favorite television show’s website. Does it have character bios? A timeline of big events that have taken place? Extra video? All of these things are driven by the content on one platform (your favorite show), but they don’t have much interaction with each other and virtually none with your favorite show. It’s unidirectional – your show drives the content, but it does not ask for anything in return. In other words, any narrative outside of the show is not only optional but it doesn’t have any impact on the show itself. As you probably gathered by looking at your favorite show’s website, we see a lot of this coming out of Hollywood these days (advertising, too). This is cross-media.
3. The platforms interact with each other in a complex relationship. As in the previous two possibilities, we’ve got multiple platforms with similar or related content and it’s interacting. The difference here is that there are complex relationships being formed between the platforms. In other words, the interaction can go back and forth between the various platforms taking with it information and knowledge from one to the next and, perhaps, back again. A fairly simple example is the Matrix. That project included three movies, a series of shorts (the Animatrix), a video game (Enter the Matrix), and a series of comics. While each of these could be enjoyed on their own, you didn’t gain a full grasp of the story unless you consumed all of the media provided. For example, when you play Enter the Matrix, one of your missions is to deliver a message which originated in the Animatrix and impacted events in the movies. Another example, that’s less consumer-driven, is a character (the Kid) who was inspired and freed by the main protagonist (Neo) in the Animatrix reappearing in the final movie in order to save the day. While this happens fairly typically in franchises, in this case, the character appears on a different platform with no introduction and it is left to the audience to know and understand how he came to be there. It is through these complex relationships and interactions taking place between media platforms that this sort of project relies on in order to create a larger and more complete whole. This is transmedia.
So, to come back to my definition! Transmedia is…
- a media project comprised of multiple media formats
- distributed on multiple platforms (and where)
- the platforms interact with each other in a complex relationship
…in order to create a larger and more complete whole.
Cross-media vs. Transmedia
This likely ruffles a few feathers out there. Some make no distinction between the two while others may find issues with how I have classified them. Make no mistake, I am not saying that one is better than other. Quite the contrary, they are just different and each has an important place in the media landscape.
What differentiates the two, and also fully separates them from multiple media, is the degree of interdependence in their relationships. In cross-media, the various platforms in use may be closely related and one piece may rely upon another for meaning, but that dependence is not returned. In transmedia, the platforms are strongly linked. While one piece may be digestible by itself, it is meant to be viewed as a part of a larger whole and, as such, the meaning changes for both it and the other pieces if they are left unseen or viewed individually.
Also, as they are defined here, they are not mutually exclusive. A popular example would be The Dark Knight and the Why So Serious campaign. Why So Serious was a transmedia experience (in this case an Alternate Reality Game) that took place over 18 months and brought Gotham to life through websites, newspapers, short videos, live events and all sorts of stuff (one of my favorites was the Bat Signal and HAHAHA appearing on buildings in several cities). Each piece of the WSS campaign could be digested on its own, but it was created as one big story experience – the more of the experience you consumed, the more of the story you gained. It was its own transmedia project that could be fully enjoyed as it was, but it was also a piece of a larger cross-media campaign promoting the film the The Dark Knight and it had little to no influence on those other pieces. Best of all, it’s just one example of the many possibilities created by joining cross-media and transmedia campaigns.
I will be the first to admit that this is all just an exercise in semantics. The only people that care about these distinctions and differentiations are those that are seriously thinking about, comparing, and defining multiple platform projects. Of course, if you’re reading this, it’s likely that you fall into that category and, for us, there is value here. A technical understanding of the key characteristics defining the different types of multiple media projects not only benefits our analysis and communications, but enables us to more successfully play with those characteristics for our creative benefit (whether that’s on a conscious level or not) as well as for our clients’.
However, there are also practical reasons for discussing this – as other Guilds follow the PGA and bring transmedia into the fold, they need a definition other than “I know it when I see it.” To a degree, the above definition fails as it relies on the subjective measure of defining complex relationships. Where I see interdependence, someone else may not and vice versa. In attempts to combat that subjectivity, we wind up with definitions similar to the PGA’s where there needs to be “three narrative storylines existing within the same fictional universe.” Their definition is specific, but it opens up the gates to a number of projects which are not transmedia (ok?) while shutting out some that are (not ok!). And, if it is then a matter of some board subjectively deciding that the non-three narrative storyline project is, in fact, transmedia after all, well, then all we have accomplished (in so far as a definition) is the creation of some arbitrary rules that matter not. Personally, I think that we’re better than that.
What I am not sure of is how to further define and group projects under the transmedia and cross-media umbrellas. I know that there are distinct categories or groups -The Matrix is clearly transmedia but it is clearly not an alternate reality game which is also transmedia. But beyond being able to loosely identify some groups, I do not think that there is a next specific step in the media tree and, honestly, that’s a good thing. We do not want to limit creative potential or create boxes that projects have to fit into in order to qualify – there will always be those projects that don’t fit into a box and we want to encourage those as they are some of the most innovative and inspiring ideas out there. In fact, it is only once we see more of those projects that we’ll have a large enough body of work from which to identify key elements. Until then our best bet is to set up some sort of matrix that identifies varying degrees of platform integration and ludic elements and audience involvement and and and… and, it seems impossible. Though, I certainly dare someone to try! (if you do, be sure to let me know!)





Hi! I'm an experience designer specializing in transmedia storytelling & alternate reality gaming. If you want to know more about that, check out my 




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Nice to hear your thoughts on this topic, Brooke!
I’d like to posit another way of considering how to approach the cross- v trans-media question. Right now, we’re struggling to apply current mediums and technologies to a “new” approach to content creation/distribution/consumption.
Instead of focusing on the specifics that are used (technologies, mediums, formats), what if we used tech/medium-agnostic terms like “narrative extension,” “marketing extension,” “referential,” “independent,” etc.?
In other words, describe the differences between mono/cross/transmedia from the standpoint of world narrative and how the various content pieces are experienced by the audience (as opposed to the standpoint of production processes or from the viewpoint of the content creators).
We have no idea what the future holds for us from a technological standpoint, much less how it will affect our storytelling practices. Any discussion today will have a longer shelf-life if it isn’t tied to technologies or practices that can be become obsolete in a few years or is not sufficiently flexible to incorporate future technologies or practices.
To the degree that we can keep the discussion platform neutral, we might be able to have a different, complementary conversation to the current one that keeps getting bogged down in technical terms (“is an ARG a transmedia experience?” “How many angels can fit…er, how many platforms are required for an experience to be transmedia?”).
Humbly submitted,
Scott
Head popping off. Too complex for a Transmedia Producer to grasp…
The simple version:
You are developing a story-based property for Platform X (say it’s a movie), concurrently, you decide that a separate, yet related, story-thread or character-story element is going to be delivered on Platform Y (say it’s through interactive chat on Facebook on a character page).
That’s Transmedia. You planned your story to unfold in multiple locations; where if a User consumes the story at all the various locations, they derive a complete experience. They don’t have to do this, but, they get some added value to their effort.
Am I missing something?
@Sam – nope! You aren’t missing a thing. This was an attempt to explain why that is the case as well as to establish a method of determining whether or not something is transmedia. Because, believe it or not, the debate rages on.
@Scott – I feel like I’m missing something that you’re saying but I’m not sure what. I’m not suggesting that the difference between cross-media and transmedia is tech or media related. I’m suggesting that it has to do with the relationships between media platforms. So, in that sense it is platform neutral… well aside from the requirement that there be more than one platform.
Awesome article, thanks! a quick question I have – where does the concept of user interaction/creation come in? I’ve read some that a strong user piece (social show as I think I read in a Miles Beckett article) should be included. Should that be a strong piece or can transmedia exist with a completely passive user just following the trail of the different sources (well passive in terms of becoming part of/entering the story).
@docwho – Audience interaction is tricksy. As much as I favor including audience interaction in transmedia, it’s absolutely not the domain of transmedia. Think of a video game or, perhaps, a choose your own adventure book. In both cases, the reader/players is encouraged to make decisions and interact with the story. Yet neither of those are transmedia. They are just interactive experiences – one a book (single format, single platform) and one a video game (multiple format, single platform).
Instead, I think that audience interaction or participation is one of the ways people will a way to more narrowly define transmedia experiences. Is it present? Is it required? Is it a solo experience? Is it a group experience? etc etc.
@Brooke – I wasn’t critiquing your post – just pushing some ideas around that cropped up after reading your post.
I’ve been circling the idea of how to grapple with a transmedial framework when you begin, by definition, losing control over how the audience enters the world (with each new narrative extension, a new entry point is created, thereby adding yet more possible sequences for how the audience experiences the individual world pieces).
My comments were attempting to address how content creators can begin to capture the different ways an audience could encounter, experience, and consume the various narrative pieces in a transmedial world. It’s essentially an issue of loss of creative control over consumption sequencing by the audience – and I’m poking at how that affects the creative process upstream.
By couching the cross/transmedia conversation from the audience viewpoint, I’m simply suggesting that we might find some new (helpful?) ways to discuss these concepts.
@DocWho2100 – I personally do not believe audience participation is a requirement of transmedia. More interaction does tend to lead to a stronger engagement and deepened experience, but these opportunities should be layered into the world experience and be optional. The audience has to have the agency to determine how far into the rabbit hole they want to go. Stratification of the content experience gives audience members choices about how involved they want to be with the world.
And I believe that beyond mere interaction, canonical participation by the audience is the next step. There are creative models that allow for creation of canon content by the audience without disrupting continuity or coherence, and these models offer a value that Hollywood isn’t even considering.
But to repeat, interactivity and canonical participation are optional, and, as such, I consider them a superset of mono/cross/transmedia.
@Brooke Thanks for sharing your ideas on this. Yes the debate is heating up (again) If I can introduce myself a little bit, I would say I come from the “crossies” tribe. Simply because my entrypoint in this field was early. We just started to explore this coming together of story over multiple platforms and tried to define the powerfields at hand. So being ‘pre-Jenkins’ I tend to defend ‘crossmedia’ as something more then multichannel or multiple media. That already is an issue for most.
Here is my wikipedia submission for that:
Crossmedia communication is communication in which the storyline will invite the receiver to cross-over from one medium to the next. Making it possible to transform from one-dimensional communication (sender -> receiver(s)) to multi-dimensional communication (sender(s) receiver(s)). Good crossmedia communication will enhance the value of communication: The level and depth of (message) involvement will be more personal and therefore more relevant and powerful. Advantages can be: 1. Financial profits can be gained through equal or decreasing costs for the same or better communication effects with single medium communication. It is possible to shift costs for communicating from the sender to the receiver if the story is attractive enough for the receiver to want to interact with it. 2. Deepening relations between story (teller) and “receivers” on several levels of communication.
Later I tried to clarify this some more:
Some context to the “crossmedia field” The shifting balance in the powers between sender – medium – receiver, makes for communication to start crossing over from: – Only senders (Formerly Known As MassMedia) sending out communication to ‘receivers’ (Formerly Known As Audience) reacting to, interacting with, participating in and co-creating with the information (story) presented to receivers. Receivers become senders, senders become receivers.
I tend to see crossmedia as more of an overall-approach to generate a movement on three different levels:
1. You can extend touchpoints for your storyworld (= you can have mulitple media set-up to gather interest for your storyworld)
2. Your goal may be to lengthen the duration of the users in your storyworld
3. Your goal may be to deepen the experience/information/co-creation submitted in your storyworld
Or you may want to do both, equally accessible for users, but not entered by all. Depending on the relation to the story at hand, some people are willing to invest more time in frequent contact with entrypoints to the storyworld or invest time to deepen their experiences with the storyworld. (‘all are equal but not the same’ is my rule to explain the design approach for this)
I do agree with @scott this be a voluntary/optional choice for the user. You either invest less time and might not experience the whole depth of the storyworld at hand or you will invest time and you might have a more deepend experience.
To me much of the intent of the “transies” is to move towards a similar kind of approach. And so, that is why some of the “crossies” tend to react somewhat “cross” if there early attempts at defining this field are shallowed down by too narrow descriptions. ;-)
The thing is, and I can understand this, there needs to be some kind of border to what isn’t crossmedia and transmedia? Maybe it helps to think about it this way. What is NOT crossmedia or transmedia?
@scott and @brooke thanks for the feedback on the participation – maybe going with making a category like social show or such helps to “define” certain projects, when able (some projects it seems defy definition ;) Although people sometimes need a cookie cutter template, don’t they : )
In cross and trans projects, many are so broad maybe it is more to define projects based on what elements they have and if they extend or repurpose (is that the right word) the story? Which goes into another way I see people trying to define the difference, based on the type of story delivered…
perhaps this is more what @monique de haas is approaching with the what not idea – I teach science and try to help students understand that using a missing, IS NOT method for answering some questions can be a good way to approach a question. So….
Would you say a direct sequel in the same medium is neither?
Would you say a comic book adaptation of a movie using the same sequence/set of events is not trans but is cross?
Would you say having an official Facebook page sponsered by the creator for fans to discuss the core content (movie, book, webseries, etc) is not trans but is cross or is that neither and just a plain social media extension (dare I even ask how social media fits in this…. as a type of delivery… yet social media is also interaction and so on)?
Would you say a trading card game (or even board game) of a movie (Say Lord of the Rings) that has additional characters never seen in the movie is transmedia and crossmedia?
@docwho: I am trying hard to resist the urge to categorize properties as cross-this or trans-that.
When pressed, I tend to default to the definition provided by Dr. Henry Jenkins (as initially presented in ‘Convergence Culture,’ and then as expanded on in his blog, http://henryjenkins.org). I do so primarily because these sources were my first introduction to the concept commonly referred to as cross/transmedia. If the example falls within his definition, then I tend to classify it accordingly.
For me, the first important point is whether the content is a narrative extension or a marketing extension. Taking my cues from Dr. Jenkins, I view narrative extensions as content to the property that is meaningfully additive (i.e., it contributes meaningfully to the audience’s understanding of the property). Conversely, marketing extensions simply repurpose content without adding meaning to the property. A lot of merchandise tends to fall in this category, though that’s not always the case.
I doubt you’d find many objectors to this stance.
After that, though, just about any direction you take to further delineate, demarcate, or define properties will meet with resistance from some quarter.
The absolute ironic thing about this whole debate is the fact that the *act* of trans/crossmedia creation is decades, centuries, or millenia old (depending on who you ask). The act of *labeling* the act of creation is what has sprung up in the past few years and is the source of all the current consternation.
I daily grow more disinclined to engage in these kinds of debates (there are others out there far more capable than I to address those questions) and focus more on getting back to the simple act of telling stories and communicating in ways that are fun. To be more precise, I spend my time exploring how to craft narrative frameworks and licensing structures to support collaborative commercial entertainment (i.e., where fans can participate canonically and monetarily in the creation of the property).
In that sense, I view myself as a bit of a crazed radical operating well not just traditional entertainment but also cross/transmedia.
So, maybe I’ve answered your question by not answering your question. Is that the same thing as defining what transmedia is not? ; )
P.S. The Producers Guild of America recently created a new title: Transmedia Producer. If you Google that, you’ll find both the PGA’s definition of transmedia, as well as many responses from the academic, artistic, and advertising communities. That new credit is a huge stake in the ground that will tether most transmedia conversations (at least those here in the States).
Hi all!
great discussion thread & thanks Brooke for initiating it. I had a longer reply but will cut to the chase as I think my thoughts expand on points Monique and Scott are making though perhaps from a different perspective. (Hey Monique! Morning Scott!)
Small point: terminology also seems to be geo-located. Cross media seems to be the term most at use in Australia, transmedia is now the canonical term in North America, whereas a UK chum assures me transmedia went out of fashion a number of years ago and convergent media is the prevalent term. – terms! terms!
What matters to me is function & design so here’s a slightly different thought to throw in the mix.
As ‘transmedia’ projects seem to span a continuum from marketing extensions to narrative extensions (a useful distinction Scott for me!), the question of audience involvement (degree/impact) is really important.
Scott’s suggestion to consider the audience/user pov might restructure Brooke’s model for The Dark Knight as a transmedia project as that experience did not begin with the audience experience of the film but arguably with the fan interest in Batman as a storyworld established in the prior films. The preceding film created the environment for seeding various transmedia teasers that functioned as calls to action for fan participation and community expansion
To me these distinctions are important because of design questions: that we/creators understand the different kinds of strategizing involved in developing content that is interdependent vs. independent and the different kind of content that is best suited for the affordances of each platform and narrative strategy.
Perhaps even more importantly to me is that an audience-aware approach re. the continuum of passive consumption to active participation and further to co-creation (see Purefold’s now collapsed model) is also valuable given that designing either mode of transmedia project raises the’problem’ of how to motivate the audience to shift from one medium or platform to another? And as different platforms will not necessarily attract the same audience (a tv audience might not play a console or web game), how will this impact design? This is an expansion of what Scott & Monique both raise in the question of audience involvement.
Again, great discussion! thanks all!