Page 543 - Battleground The Media Volume 1 and 2
P. 543

  |  Transmed a Storytell ng and Med a Franch ses

                       amusement park rides all simultaneously functioned as entertainment and as
                       advertisements for every other Disney product. Disney’s characters were not the
                       first to be featured on merchandise or appear in multiple media, but they were
                       almost certainly the first characters designed to serve as entertainment “brands.”
                       Today, Disney continues to expand its total merchandising model, using almost
                       every film and television series it releases as the basis for a franchise, complete
                       with toys, amusement park rides, merchandise, comic books, and fast-food tie-
                       ins, not to mention resale on DVD and VHS.
                          Star Wars, too, proved a watershed moment in the evolution of both block-
                       buster films and blockbuster synergy: Star Wars toys sold like few other con-
                       sumer items in history, producing over $100 million in profits for toy company
                       Kenner and selling over 42 million units in their first year alone, and the fran-
                       chise later expanded to include several spin-off television shows, multiple video

                the lost exPerienCe: transMedia narratiVe
                as interaCtiVe teleVision

                Lost’s most ambitious transmedia experiment to date was, without question, a summer-long
                interactive narrative campaign (or “alternate reality game”) called “The Lost Experience.”
                Developed as a collaborative venture between the show’s producers and broadcasting affili-
                ates on several continents, the Lost Experience required players to work together and seek
                out clues both on and offline that would advance an original narrative developed for the
                game, which provided a wealth of insights and clues into the core mysteries depicted on the
                television series. In order to fully immerse players in Lost’s narrative world, the Lost Experi-
                ence unfolded across a wide range of media platforms and sites, including the following:
                    •  Lost’s fictional Hanso Foundation ran fake advertisements on television and in na-
                      tional newspapers, providing URLs and other clues for players.
                    •  Players could “hack” into voice-mail systems and e-mail accounts to access private
                      messages and hidden content, and could exchange instant messages with several of
                      the game’s characters.
                    •  Content was distributed on a range of preexisting commercial Web sites, including
                      Amazon, Blogger, MySpace, and YouTube, to make the game seem more real.
                    •  More than a dozen fictional Web sites were launched, including sites for the Hanso
                      Foundation, a blog for one of the main characters, and several message boards for
                      players to share “conspiracy theories.”
                    •  A series of podcasts was released, culminating in a live event where players could call
                      in, share their theories, and interact with one of the characters.
                    •  Several of the game’s characters appeared in public: one character was interviewed
                      on The Jimmy Kimmel Show, while another interrupted a Lost panel at the San Diego
                      ComicCon 2006 to accuse Lost’s producers of participating in a conspiracy.
                    •  Fake “Apollo Candy Bars,” which had appeared on Lost, were distributed in public
                      locations around the world, with over a thousand containing codes that needed to
                      be entered online to complete the story.
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