| Course Name |
Transmedia Storytelling
|
|
Code
|
Semester
|
Theory
(hour/week) |
Application/Lab
(hour/week) |
Local Credits
|
ECTS
|
|
CDM 337
|
Fall/Spring
|
3
|
0
|
3
|
5
|
| Prerequisites |
|
|||||||
| Course Language |
English
|
|||||||
| Course Type |
Elective
|
|||||||
| Course Level |
First Cycle
|
|||||||
| Mode of Delivery | face to face | |||||||
| Teaching Methods and Techniques of the Course | DiscussionQ&ALecture / Presentation | |||||||
| National Occupation Classification | - | |||||||
| 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;
|
| Course Description | This course is based on the paradigmatic shift in storytelling. It starts out positioning storytelling in digital media as opposed to its more traditional forms. It then introduces 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 |
|
|
|
Core Courses | |
| Major Area Courses | ||
| Supportive Courses |
X
|
|
| Media and Management Skills Courses | ||
| Transferable Skill Courses |
| Week | Subjects | Related Preparation |
| 1 | Introduction | |
| 2 | What is transmedia storytelling? Traditional vs. transmedia narratives | Phillips, Andrea. A Creator’s Guide to Transmedia Storytelling. 2012. “What is Transmedia Anyway?” Ch. 2, pp. 13–20; “Learn the basics of traditional storytelling” Ch. 6, pp. 55-68 |
| 3 | Principles of Transmedia Storytelling | Jenkins, Transmedia Education: 7 Principles (2010) |
| 4 | Platforms and Media Convergence | Jenkins, Convergence Culture (2006, Ch.1) |
| 5 | Case Studies: Global Transmedia Examples | |
| 6 | Narrative Design & Storytelling | Kelly McErlean, Interactive Narratives and Transmedia Storytelling Creating Immersive Stories Across New Media Platforms, Ch. 7. |
| 7 | Interactive Narratives | McErlean, Kelly. Interactive Narratives and Transmedia Storytelling: Creating Immersive Stories Across New Media Platforms. New York: Focal Press, Taylor & Francis, 2018. |
| 8 | Content Strategy & Industry Practices | Phillips, Andrea. A Creator's Guide to Transmedia Storytelling: How to Captivate and Engage Audiences Across Multiple Platforms. |
| 9 | Midterm Week – No Class | |
| 10 | Fandom & Participatory Culture | Duffett, Mark. Understanding Fandom: An Introduction to the Study of Media Fan Culture. Bloomsbury Academic, 2013. “Introduction: What is Fandom?” pp. 1–20. |
| 11 | Branding and Cultural Icons | Daragh O’Reilly. “Cultural Brands/Branding Cultures.” Journal of Marketing Management, vol. 21, no. 5–6, 2005, pp. 573–588. |
| 12 | Crowdsourcing, Collaboration & ARG's | TBA |
| 13 | Critical and Ethical Perspectives in Transmedia Storytelling | Phillips, Andrea. “Critical Legal and Ethical Considerations.” A Creator’s Guide to Transmedia Storytelling: How to Captivate and Engage Audiences Across Multiple Platforms. New York: McGraw-Hill, 2012. |
| 14 | Project Presentations | |
| 15 | Review of the semester | |
| 16 | Final Exam Week |
| Course Notes/Textbooks | Phillips, Andrea. A Creator's Guide to Transmedia Storytelling: How to Captivate and Engage Audiences Across Multiple Platforms. New York: McGraw-Hill, 2012. ISBN: 978-0-07-179152-6. McErlean, Kelly. Interactive Narratives and Transmedia Storytelling: Creating Immersive Stories Across New Media Platforms. New York: Focal Press, Taylor & Francis, 2018. |
| Suggested Readings/Materials | Duffett, Mark. Understanding Fandom: An Introduction to the Study of Media Fan Culture. Bloomsbury Academic, 2013. Jenkins, Henry. Convergence Culture: Where Old and New Media Collide. New York: NYU Press, 2006. |
| Semester Activities | Number | Weigthing |
| Participation |
1
|
10
|
| Laboratory / Application | ||
| Field Work | ||
| Quizzes / Studio Critiques |
1
|
15
|
| Portfolio | ||
| Homework / Assignments |
1
|
15
|
| Presentation / Jury |
1
|
35
|
| Project |
1
|
25
|
| Seminar / Workshop | ||
| Oral Exams | ||
| Midterm | ||
| Final Exam | ||
| Total |
| Weighting of Semester Activities on the Final Grade |
5
|
100
|
| Weighting of End-of-Semester Activities on the Final Grade | ||
| Total |
| Semester Activities | Number | Duration (Hours) | Workload |
|---|---|---|---|
| Theoretical Course Hours (Including exam week: 16 x total hours) |
16
|
3
|
48
|
| Laboratory / Application Hours (Including exam week: '.16.' x total hours) |
16
|
0
|
|
| Study Hours Out of Class |
14
|
2
|
28
|
| Field Work |
0
|
||
| Quizzes / Studio Critiques |
1
|
10
|
10
|
| Portfolio |
0
|
||
| Homework / Assignments |
1
|
19
|
19
|
| Presentation / Jury |
1
|
25
|
25
|
| Project |
1
|
20
|
20
|
| Seminar / Workshop |
0
|
||
| Oral Exam |
0
|
||
| Midterms |
0
|
||
| Final Exam |
0
|
||
| Total |
150
|
|
#
|
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. |
-
|
-
|
-
|
-
|
-
|
|
| 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. |
-
|
-
|
-
|
-
|
-
|
|
| 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. |
-
|
-
|
-
|
-
|
-
|
|
| 7 |
To be able to critically analyze a film or digital media artwork from technical, intellectual and artistic perspectives. |
-
|
-
|
-
|
-
|
-
|
|
| 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. |
-
|
-
|
-
|
-
|
-
|
|
| 9 |
To be able to stay informed about global scientific, social, economic, cultural, political, institutional and industrial developments. |
-
|
-
|
-
|
-
|
-
|
|
| 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). |
-
|
-
|
-
|
-
|
-
|
|
| 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. |
-
|
-
|
-
|
X
|
-
|
|
*1 Lowest, 2 Low, 3 Average, 4 High, 5 Highest
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