COURSE INTRODUCTION AND APPLICATION INFORMATION


Course Name
Transmedia Storytelling
Code
Semester
Theory
(hour/week)
Application/Lab
(hour/week)
Local Credits
ECTS
CDM 410
Fall/Spring
3
0
3
5
Prerequisites
None
Course Language
English
Course Type
Elective
Course Level
First Cycle
Mode of Delivery -
Teaching Methods and Techniques of the Course Discussion
Q&A
Lecturing / Presentation
Course Coordinator -
Course Lecturer(s)
Assistant(s) -
Course Objectives Develop a perspective on telling stories across digital media. Develop skills in interacting with the user (narratee). To be able to relate communication technologies with narrative possibilities.
Learning Outcomes The students who succeeded in this course;
  • Have an understanding of the shifting paradigm of traditional storytelling to storytelling across media
Course Description This course is based on the paradigmatic shift in storytelling. It starts out positionning storytelling in digital media as opposed to its more traditional forms. It then introduces a number of cases, such as interactive narratives, of more participatory nature. Work by creative media writers and artists such as Lance Weiler will be studied. Students are expected to bring to the class samples of storytelling in digital media and analyze them in terms of the possibilities they offer. They will produce written work and finally a term project prepared for pitching at the end of semester.
Related Sustainable Development Goals

 



Course Category

Core Courses
Major Area Courses
Supportive Courses
X
Media and Managment Skills Courses
Transferable Skill Courses

 

WEEKLY SUBJECTS AND RELATED PREPARATION STUDIES

Week Subjects Required Materials
1 Introduction to Transmedia Storytelling “What is transmedia anyway?” pp. 13/21
2 Story creation, design and method in Digital Media “Learn Basics of Traditional Storytelling” pp. 55/59
3 The Balance of Story vs. Game “Conveying Action Across Multiple Media” pp. 83/93
4 Storytelling and the attention economy “The Four Creative Purposes for Transmedia Storytelling” pp. 55/69
5 Writing with/for the user/reader “Make Your Audience a Character, too” pp. 148/163
6 User Narratives “Challenging the Audience to Act” pp. 137/149
7 Research and Development “Project Management: The nsung Necesssity” pp. 163/171
8 Storytelling and Game Design “Online, everything is a Characterization” pp. 83/93
9 Designing an Interactive Documentary http://lanceweiler.com/portfolio/bear71/
10 Creativity and Technology
11 Ideas for a Transmedia Project
12 Designing the Experience I
13 Designing the Experience II
14 The Business of Digital Storytelling “Brining Your Story into the World” pp. 209/223
15 Overview
16 Pitching
Course Notes/Textbooks Andrea Philips, A Creator's Guide to Transmedia Storytelling: How to Captivate and Engage Audiences across Multiple Platforms McGrawHill 2012.
Suggested Readings/Materials http://workbookproject.com/

 

EVALUATION SYSTEM

Semester Activities Number Weigthing
Participation
Laboratory / Application
Field Work
Quizzes / Studio Critiques
Portfolio
Homework / Assignments
6
40
Presentation / Jury
3
25
Project
1
35
Seminar / Workshop
Oral Exam
Midterm
Final Exam
Total

Weighting of Semester Activities on the Final Grade
Weighting of End-of-Semester Activities on the Final Grade
Total

ECTS / WORKLOAD TABLE

Semester Activities Number Duration (Hours) Workload
Course Hours
(Including exam week: 16 x total hours)
16
2
32
Laboratory / Application Hours
(Including exam week: 16 x total hours)
16
Study Hours Out of Class
16
3
48
Field Work
Quizzes / Studio Critiques
Portfolio
Homework / Assignments
7
2
Presentation / Jury
3
1
Project
1
20
Seminar / Workshop
Oral Exam
Midterms
Final Exams
    Total
117

 

COURSE LEARNING OUTCOMES AND PROGRAM QUALIFICATIONS RELATIONSHIP

#
Program Competencies/Outcomes
* Contribution Level
1
2
3
4
5
1

To be able to define and discuss the history, underlying concepts and theories of cinema and digital media.

X
2

To be able to develop a storytelling idea for cinema and digital media arts by using creativity and critical thinking.

X
3

To be able to operate specialized technical equipment and competently use software in the fields of cinema and digital media arts. 

X
4

To be able to execute the main tasks in the pre-production, production and post-production of an audio-visual work at the basic level including screenwriting, production planning, operating the camera, sound recording, lighting and editing.

X
5

To be able to perform a specialized task at an advanced level either for pre-production, production or post-production of an audio-visual work.

X
6

To be able to discuss how meaning is made through works of cinema and digital media; in what ways economics, politics and culture affect visual representation; how the conditions of production, consumption, distribution and interpretation shape images.

X
7

To be able to perform specialized tasks for creating digital media narratives with interactive elements.

X
8

To be able to conduct a critical analysis of a film or a work of digital media arts from technical, intellectual and artistic points of view.

X
9

To be able to take individual responsibility of a film or a digital media work from scratch to product in a problem-solving manner.

X
10

To be able to work as a crewmember by following norms of ethical conduct and taking initiative to improve the ethical standards of his/her working environment.

11

To be able to collect data in the areas of Cinema and Digital Media and communicate with colleagues in a foreign language ("European Language Portfolio Global Scale", Level B1).

X
12

To be able to speak a second foreign language at a medium level of fluency efficiently.

13

To be able to relate the knowledge accumulated throughout the human history to their field of expertise.

*1 Lowest, 2 Low, 3 Average, 4 High, 5 Highest