This paper looks at how brand development and marketing communication rules are useful, if not essential tools in the transmedia storytelling process. After providing clarification on the meaning of true transmedia co...This paper looks at how brand development and marketing communication rules are useful, if not essential tools in the transmedia storytelling process. After providing clarification on the meaning of true transmedia content, the author suggests that this fi)rm of narrative necessitates a variety of techniques that are beyond those found in the traditional skill set of the linear storyteller. The paper introduces a multi-layered model to help provide a structure for the development of transmedia narrative. It also outlines various stages of development and their specific characteristics. These include the establishment of a core message, introductory, development, and mature narrative phases. It draws extensive]Ly from a case study in transmedia storytelling co-produced by the author. The project, entitled Geo Freakz is rooted in the family sport of geocaching and was initially released on a trial basis, in Canada. The project includes webisodes, multiplayer on line games, TV programming, and live events. Collaborative partners are drawn from several media modalities. Findings from the case to date are used to illustrate the model presented in the paper as well as outline challenges in transmedia storytelling yet to be dealt with.展开更多
Scoring in a basketball game is a highly dynamic, non-linear process. NBA teams try to be more and more competitive each season. For instance, they incorporate into their rosters the best players in the world. This an...Scoring in a basketball game is a highly dynamic, non-linear process. NBA teams try to be more and more competitive each season. For instance, they incorporate into their rosters the best players in the world. This and other mechanisms concur to make the scoring process in NBA games exciting and rarely predictable. This paper is to study the behavior of timing and scoring in basketball gaines. The authors analyze all the games in five NBA regular seasons (2005-06, 2006-07, 2007-08, 2008-09, 2009-10), for a total of 6150 games. Scoring does not behave uniformly; therefore, the authors also analyze the distributions of the differences in points in the basketball games. To further analyze the behavior of the tail of the distribution, the authors also carry out a semilog-plot and a log-log plot to verify whether this trend approaches a Poisson distribution or a PL. This paper reveals different areas of behavior related to the score, with specific instances of time that could be considered tipping points of the game. The presence of these critical points suggests that there are phase transitions where the dynamic scoring of the games varies significantly.展开更多
文摘This paper looks at how brand development and marketing communication rules are useful, if not essential tools in the transmedia storytelling process. After providing clarification on the meaning of true transmedia content, the author suggests that this fi)rm of narrative necessitates a variety of techniques that are beyond those found in the traditional skill set of the linear storyteller. The paper introduces a multi-layered model to help provide a structure for the development of transmedia narrative. It also outlines various stages of development and their specific characteristics. These include the establishment of a core message, introductory, development, and mature narrative phases. It draws extensive]Ly from a case study in transmedia storytelling co-produced by the author. The project, entitled Geo Freakz is rooted in the family sport of geocaching and was initially released on a trial basis, in Canada. The project includes webisodes, multiplayer on line games, TV programming, and live events. Collaborative partners are drawn from several media modalities. Findings from the case to date are used to illustrate the model presented in the paper as well as outline challenges in transmedia storytelling yet to be dealt with.
文摘Scoring in a basketball game is a highly dynamic, non-linear process. NBA teams try to be more and more competitive each season. For instance, they incorporate into their rosters the best players in the world. This and other mechanisms concur to make the scoring process in NBA games exciting and rarely predictable. This paper is to study the behavior of timing and scoring in basketball gaines. The authors analyze all the games in five NBA regular seasons (2005-06, 2006-07, 2007-08, 2008-09, 2009-10), for a total of 6150 games. Scoring does not behave uniformly; therefore, the authors also analyze the distributions of the differences in points in the basketball games. To further analyze the behavior of the tail of the distribution, the authors also carry out a semilog-plot and a log-log plot to verify whether this trend approaches a Poisson distribution or a PL. This paper reveals different areas of behavior related to the score, with specific instances of time that could be considered tipping points of the game. The presence of these critical points suggests that there are phase transitions where the dynamic scoring of the games varies significantly.