Using apps to extend storytelling and build audiences

I recently wrote a piece for Filmmaker Magazine about designing mobile apps that extend storytelling and build audiences. Here’s a section from the story…

him artwork Jordan Grey

Where Data Meets Storytelling
Mobile apps offer not only a direct channel to audiences but they carry your story to places where the audience will consume it. As stories travel they can harvest a variety of data such as: GPS coordinates, viewer preferences and/or contact info. This data can be filtered and used in a variety of ways to enhance a story. For instance, media (video, audio, photos) can be released to viewers when they reach a certain location, data can be used to connect audience members who share similar interests around a story, and characters can contact players directly via SMS, e-mail or even phone calls.

With my newest feature/transmedia project HiM, my company Seize the Media, which specializes in story architecture (design and delivery of stories), is hard at work on a series of mobile applications and web browser-based extensions. Our efforts are focused on an area known as Contextual Storytelling – the use of data to enhance and customize the delivery of story elements and social entertainment experiences to audiences.

Pandemic is a transmedia property that resides within the storyworld of HiM. The game enables players to step into the shoes of the protagonist as they are forced to scavenge for food and encouraged to search for other survivors. One core feature of the game enables the player to create a 360-degree panoramic view of a space. By standing and snapping pictures in a circle, users can capture any space and place it within the game world. In a sense the Pandemic app creates a crowdsourced type MMO (massive multiplayer online game) that enables players to virtualize the real world around them.

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Learning from the audience

Scott Kirsner recently wrote an interesting op-ed piece in the LA Times entitled ‘Digital technology and dollar signs’ The piece goes into some interesting uses of digital tech and how creatives are considering the consumption of their audiences / fans to inform new biz models. These are exciting times where experimentation is needed and welcome.

The piece mentions my experiments with film, mobile and gaming. Here’s a section from the article.

Many in Hollywood still deride the wacky, user-generated videos that occasionally turn into viral hits on YouTube, the top website for video viewing. And it’s true that one of the most-watched videos ever uploaded to the site is titled “Charlie bit my finger — again!”

But a number of young creators — many of them working outside of Hollywood’s orbit — have been feverishly experimenting with new ways to tell stories and generate revenue. An office worker in Connecticut created the catty entertainment commentary show “What the Buck” on YouTube, and suddenly found he was making more from the site’s “partner program,” which offers creators a cut of ad revenue, than he was at his desk job, which he promptly quit. Lance Weiler accents his suspense films with cellphone and Web-based “alternate reality games” that enable players to explore the story and interact with characters after they’ve left the theater. Robert Greenwald, a Culver City-based documentarian, has raised hundreds of thousands of dollars online to support his left-leaning films and Internet videos on such topics as the mortgage crisis and the war in Afghanistan. READ MORE