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 Online
Teaching Methods and Techniques of the Course
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
  • Be able to adapt their creative ideas to new forms offered by transmedia
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 oer. 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 1. homework delivery (synopsis for a transmedia project)
7 Research and Development “Project Management: The Unsung Necesssity” pp. 163/171
8 Storytelling and Game Design “Online, everything is a Characterization” pp. 83/93 2. homework delivery (analysis of a transmedia project)
9 Designing an Interactive Documentary http://lanceweiler.com/portfolio/bear71/
10 Creativity and Technology
11 Ideas for a Transmedia Project 3. homework delivery (draft presentation of the 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 Project delivery (script or detailed presentation of the transmedia project)
15 Overview
16 Evaluation of Final Projects
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

Kelly McErlean, Interactive Narratives and Transmedia Storytelling Creating Immersive Stories Across New Media Platforms Routledge 2018

Carol Vernallis, Holly Rogers and Lisa Perrott (Edited by), Transmedia Directors - Artistry, Industry and New Audiovisual Aesthetics Bloomsbury 2020

Marta Boni (Edited by), World Building - Transmedia, Fans, Industries Amsterdam University Press 2017

 

EVALUATION SYSTEM

Semester Activities Number Weigthing
Participation
Laboratory / Application
Field Work
Quizzes / Studio Critiques
Portfolio
Homework / Assignments
2
40
Presentation / Jury
1
40
Project
Seminar / Workshop
Oral Exam
1
20
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
3
48
Laboratory / Application Hours
(Including exam week: 16 x total hours)
16
Study Hours Out of Class
16
4
64
Field Work
Quizzes / Studio Critiques
Portfolio
Homework / Assignments
2
6
Presentation / Jury
1
18
Project
Seminar / Workshop
Oral Exam
1
8
Midterms
Final Exams
    Total
150

 

COURSE LEARNING OUTCOMES AND PROGRAM QUALIFICATIONS RELATIONSHIP

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

To be able to have fundamental knowledge about narrative forms in cinema, digital and interactive media, and the foundational concepts relevant to these forms.

X
2

To be able to create narratives based on creative and critical thinking skills, by using the forms and tools of expression specific to cinema and digital media arts.

X
3

To be able to use the technical equipment and software required for becoming a specialist/expert in cinema and digital media.

X
4

To be able to perform skills such as scriptwriting, production planning, use of the camera, sound recording, lighting and editing, at the basic level necessary for pre-production, production and post-production phases of an audio-visual work; and to perform at least one of them at an advanced level.

X
5

To be able to discuss how meaning is made in cinema and digital media; how economy, politics and culture affect regimes of representation; and how processes of production, consumption, distribution and meaning-making shape narratives.

X
6

To be able to perform the special technical and aesthetic skills at the basic level necessary to create digital media narratives in the fields of interactive film, video installation, experimental cinema and virtual reality.

X
7

To be able to critically analyze a film or digital media artwork from technical, intellectual and artistic perspectives.

X
8

To be able to participate in the production of a film or digital media artwork as a member or leader of a team, following the principles of work safety and norms of ethical behavior.

X
9

To be able to stay informed about global scientific, social, economic, cultural, political, institutional and industrial developments. 

X
10

To be able to develop solutions to legal, scientific and professional problems surrounding the field of cinema and digital media.

11

To be able to use a foreign language to communicate with colleagues and collect data in the field of cinema and digital media. ("European Language Portfolio Global Scale", Level B1).

X
12

To be able to use a second foreign language at the medium level.

13

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

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