Transmedia storytelling and Lost path to success

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dc.contributor.author Matsunaga Sasaki, Daniella
dc.date.accessioned 2012-07-19T19:01:44Z
dc.date.available 2012-07-19T19:01:44Z
dc.date.issued 2012
dc.identifier.uri http://urn.fi/URN:NBN:fi:jyu-201207192109 en
dc.identifier.uri http://hdl.handle.net/123456789/38244
dc.description.abstract This thesis analyses the transmedia storytelling strategy applied to promote the TV series Lost. As transmedia storytelling one may understand it as a story told throughout different media, with exclusive content pointing back to the main narrative, working as a potential new audience entry-point. “Which transmedia elements of the Lost formula could be transferable to other cases?” is the research question proposed and in order to answer it, all Lost transmedia events and other marketing elements are discussed and analysed. Alternate Reality Games (ARG) were the main part of this transmedia strategy, counting five in total. Added to ARG, there were mobisodes/websodes and a pseudo-documentary. Beside the transmedia, the following marketing elements are also analysed: a video game, a web game-style narrative, official podcasts, and DVDs/Blu-rays. Fandom is also discussed, as it is inevitable to talk about a TV show success without touching the subject. Transmedia elements are analysed based on the very transmedia storytelling concept, (a) the medium utilised; (b) strategy applied/objective(s); (c) how much it affected the viewser’s knowledge compared to the main narrative; (d) where did the transmedia event led the viewser; and finally, (e) if this transmedia event could actually work as an inviting entry-point to new audience. Based on the mentioned characteristics, it is possible to see that Lost transmedia elements were indeed successful and it could be applied, with appropriated changes, to other cases taking in consideration their particular features.
dc.format.extent 118 s.
dc.language.iso eng
dc.rights This publication is copyrighted. You may download, display and print it for Your own personal use. Commercial use is prohibited. en
dc.rights Julkaisu on tekijänoikeussäännösten alainen. Teosta voi lukea ja tulostaa henkilökohtaista käyttöä varten. Käyttö kaupallisiin tarkoituksiin on kielletty. fi
dc.subject.other Lost (tv-sarja)
dc.subject.other Alternate Reality Game
dc.subject.other transmedia
dc.subject.other Convergence Culture
dc.subject.other Lost
dc.subject.other Television
dc.subject.other Transmedia Storytelling
dc.title Transmedia storytelling and Lost path to success
dc.type Book en
dc.identifier.urn URN:NBN:fi:jyu-201207192109
dc.subject.ysa televisio
dc.subject.ysa kerronta
dc.subject.ysa media
dc.subject.ysa markkinointi
dc.subject.ysa fanius
dc.type.dcmitype Text en
dc.type.ontasot Pro gradu fi
dc.type.ontasot Master’s thesis en
dc.contributor.tiedekunta Humanistinen tiedekunta fi
dc.contributor.tiedekunta Faculty of Humanities en
dc.contributor.laitos Taiteiden ja kulttuurin tutkimuksen laitos fi
dc.contributor.laitos Department of Art and Cultural Studies en
dc.contributor.yliopisto University of Jyväskylä en
dc.contributor.yliopisto Jyväskylän yliopisto fi
dc.contributor.oppiaine International Master's Degree Programme in Digital Culture en
dc.contributor.oppiaine Digital Culture (maisteriohjelma) fi
dc.date.updated 2012-07-19T19:01:45Z

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