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        <title>Tip of the Quill</title>
        <link>http://www.geoffreylong.com/journal/</link>
        <description>A weblog by Geoffrey Long discussing media, academia, and culture.</description>
        <language>en</language>
        <copyright>Copyright 2009</copyright>
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            <title>Back(logged) in Boston.</title>
            <description>&lt;p&gt;I've just returned from a wonderful whirlwind trip to Los Angeles which found me first attending &lt;a href="http://www.indiecade.org"&gt;Indiecade&lt;/a&gt; in Culver City (where I got to hang out with my friends Doris C. Rusch, Josh Diaz, Brenda Brathwaite, Celia Pearce and Tracy Fullerton - and where, thanks to Brenda, I got to meet &lt;a href="http://www.johnromero.com/"&gt;John Romero&lt;/a&gt;, which was very cool), paying a really terrific and insightful visit to USC's game lab (thanks, Kurosh!), touring LA first with my best man Talon and his wife Sara and then with &lt;a href="http://www.henryjenkins.org"&gt;Henry&lt;/a&gt; and his wife Cynthia, and then finally giving a relatively brand-new talk on designing migratory characters for transmedia stories in Henry's transmedia class at USC.  &lt;/p&gt;

&lt;p&gt;I'm now back in Boston, backlogged and trying to fend off a cold (stupid planes).  There's been a number of interesting transmedia-related articles and things popping up across the web while I've been traveling.  Here are the ones that have struck me as the most interesting:&lt;/p&gt;

&lt;ul&gt;
	&lt;li&gt;&lt;a href="http://games.venturebeat.com/2009/09/14/massiverse-bets-on-multiple-media-with-dragons-vs-robots/"&gt;Massiverse Launches Dragons vs. Robots.&lt;/a&gt; Like pirates versus ninjas, dragons versus robots is one of those concepts that hooks you as soon as you hear it.  Whether or not Massiverse can pull it off is anyone's bet - but they seem to be listening closely to what Henry and the rest of us academic types are advocating, so this should be interesting.  My favorite line in Dean Takahashi's writeup: "[Transmedia storytelling is] sort of like going fishing with a lot of different kinds of lures in the water."  I hadn't thought of that particular metaphor before, but it's absolutely perfect.  More about &lt;i&gt;Dragons vs. Robots&lt;/i&gt; can be found &lt;a href="http://www.virtualworldsnews.com/2009/09/dragons-vs-robots-launches-online-and-off.html"&gt;here&lt;/a&gt;, &lt;a href="http://blastmagazine.com/the-magazine/gaming/gaming-news/2009/09/massiverse-inc-launches-dragons-vs-robots/"&gt;here&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;
	
	&lt;li&gt;&lt;a href="http://paab.typepad.com/furtherandfaster/2009/09/muse-and-transmedia.html"&gt;Muse and Transmedia.&lt;/a&gt; John Griffiths ponders about how the promotional efforts for the rock band Muse might be read as a transmedia story.  I'm not quite sold; this still feels more like a traditional advertising campaign and less like a piece of deliberately plotted transmedia planning.  Still, Griffiths is right to consider about the &lt;i&gt;potential&lt;/i&gt; for such things.  Nine Inch Nails' &lt;i&gt;Year Zero&lt;/i&gt; ARG could definitely be read as a transmedia planning campaign, and I'm sure there's a case study to be found in the promotional campaigns for U2 and/or R.E.M. in there somewhere.&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;
	
	&lt;li&gt;&lt;a href="http://jchutchins.net/site/2009/08/27/sword-of-blood-grand-design-of-nine-pdf/"&gt;J.C. Hutchins' &lt;i&gt;Sword of Blood&lt;/i&gt; transmedia extension is a quilt.&lt;/a&gt; Well, a PDF of a quilt, anyway &amp;#150; but it's still extremely cool.  A premium subscription model might have delivered an actual quilt, which would have been a terrific example of diegetic artifact as transmedia extension. (I'm still convinced that clothing and textiles are an as-of-yet largely untapped realm of possibilities.)&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;
	
	&lt;li&gt;&lt;a href="http://crawfordinsights.blogspot.com/2009/09/upside-down-world-of-new-media.html"&gt;The Upside-Down World of New Media.&lt;/a&gt; This brief post from Scott Crawford ponders how transmedia storytelling is an inversion of the brand platform planning model traditionally found in advertising.  I'd like to see Crawford return to the subject and expand on what he thinks transmedia storytelling could gain from studying traditional brand platform planning &amp;#150; there's &lt;i&gt;at least&lt;/i&gt; one long, solid essay in there.&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;
	
	&lt;li&gt;&lt;a href="http://www.cse.unsw.edu.au/~cs4431/"&gt;A Transmedia Exercise.&lt;/a&gt;  This assignment from Malcolm Ryan's Game Design workshop at the University of New South Wales in Australia seems to be more about solid worldbuilding than about leveraging the unique advantages of transmedia storytelling, but it's a great way to get students thinking about it.&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;
	
	&lt;li&gt;&lt;a href="http://news.tubefilter.tv/2009/08/24/branded-entertainment-demystified-what's-in-a-name/"&gt;What is Branded Content?&lt;/a&gt;  Tubefilter assembles an interesting panel of four experts who seek to tease out exactly what 'branded content' is - and, at the end of the day, sums up their insights thus: "In a world where even the lines of real life and fiction are starting to blur though 3-D and augmented reality technologies, brands and content must work together to create holistic experiences that extend beyond the :30-second spot - and even beyond the delivery platform itself - to form an emotional bond with viewers. Brands and content creators must also realize that old rules no longer apply. They need each other. Content creators need brand sponsors to bring their vision to life and fund a quality production, and brands need content creators to substantively connect with consumers. But none of those things can be achieved without trust. And nothing influences consumer behavior more than an experience that moves them - and a brand they can believe in."  Well said.&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;
	
	&lt;li&gt;&lt;a href="http://www.echoditto.com/blog/entertainment-engagement-part-2-choose-your-own-adventures"&gt;Transmedia Storytelling, ARGs and Civic Engagement.&lt;/a&gt;  Bonnie Shaw at Echo Ditto provides a solid snapshot of where and how transmedia storytelling, ARGs and civic engagement are cross-pollinating one another - and how it could be improved.&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;
	
	&lt;li&gt;&lt;a href="http://www.netribution.co.uk/stories/35/1783-seven-projects-selected-for-power-to-the-pixel-pitch-15-october"&gt;Seven Projects Selected for Power to the Pixel Pitch.&lt;/a&gt;  I've gotta admit, out of all of these &lt;i&gt;Brand New-U&lt;/i&gt; sounds the most intriguing to me.&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;
	
	&lt;li&gt;&lt;a href="http://www.heyhush.com/backdoor/?p=403"&gt;Hush on Click 2009.&lt;/a&gt;  Shoot, it sounds like Click 2009 was the place to be last week - I would've loved to hear what &lt;a href="http://www.jasonzada.com/"&gt;Jason Zada&lt;/a&gt; had to say about transmedia, and I would have really enjoyed seeing Michael as the master of ceremonies!&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;
	
	&lt;li&gt;&lt;a href="http://www.mediaincanada.com/articles/mic/20091005/onthemicfarisyakob.html"&gt;Faris Yacob on transmedia planning, the future of brand communication...&lt;/a&gt; You know, the usual.  And, as usual, Faris is sharper than razors.&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;
	
	&lt;li&gt;&lt;a href="http://www.huffingtonpost.com/anthony-zuiker/mans-attention-at-attenti_b_306826.html"&gt;Anthony Zuiker at the HuffPo.&lt;/a&gt; "We can no longer make the audience come to us. We must go to the audience and re-invent ourselves based on behaviors that will never return to the old regime. It will be the convergence of multi-media or trans-media, consuming content 'specific to the device,' that will win out going forward. Our attention economy is shrinking while our attentive economy is changing. And while no human being can verbalize with certainty when our behavior shifted, we must realize there has been a shift in the first place if we hope to keep up with it. It's no longer the wild wild West but the global network of the technological revolution that will shape our consumptive future."  I'm still not crazy about the term 'digi-novel', but Zuiker definitely gets it.&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;
	
	&lt;li&gt;&lt;a href="http://news.tubefilter.tv/2009/10/06/bbc-sends-out-transmedia-shivers-with-the-well/"&gt;BBC does transmedia with new horror story &lt;i&gt;The Well.&lt;/i&gt;&lt;/a&gt;  Victoria Jaye, the acting head of fiction and entertainment multiplatform commissioning, will be speaking at FoE4 here at MIT in November.  I can't wait to grill her on this one.  And I bloody &lt;i&gt;love&lt;/i&gt; this quote from writer &lt;a href="http://en.wikipedia.org/wiki/Melvin_Burgess"&gt;Melvin Burgess&lt;/a&gt;: "A ghost story is perfect for [transmedia], because at the heart of every ghost story is a mystery waiting to be solved - a back story, about how the horror arose and others in the past who have brought it back to life."&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;
	
	&lt;li&gt;&lt;a href="http://www.adpulp.com/archives/2009/10/transmedia_stor.php"&gt;Levi's launches an ARG.&lt;/a&gt; This sounds suspiciously like the work of a certain &lt;a href="http://oakhazelnut.makerlab.com/about/"&gt;cyborg anthropologist&lt;/a&gt; I know who's currently doing some work there at W+K.  Amber, is this your doing?&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;
	
	&lt;li&gt;&lt;a href="http://www.joedigitalblog.com/targeted-distribution/transmedia-360"&gt;Joe Digital's take on "Transmedia 360".&lt;/a&gt;  I was with them right up until they name-dropped &lt;i&gt;Lord of the Rings;&lt;/i&gt; I'm trying to figure out if they're referring to the additive comprehension Neil Young was trying to slip into the LOTR game from EA, but the article is pretty vague.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;I'm not even going to go into the big ones here &amp;#150; like Don "The Design of Everyday Things" Norman on &lt;a href="http://jnd.org/dn.mss/the_transmedia_design_challenge_co-creation.html"&gt;transmedia as co-creation&lt;/a&gt;, or Kathy Hansen's proposal for &lt;a href="http://astoriedcareer.com/2009/09/my-wackiest-proposal-yet-trans.html"&gt;how to use transmedia storytelling in job applications&lt;/a&gt;.  Those are both posts on their own, which I'll sketch out as soon as I have some time.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/geoffreylong/anXu/~4/fBv_6eW5g28" height="1" width="1"/&gt;</description>
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            <pubDate>Wed, 07 Oct 2009 17:49:00 -0500</pubDate>
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            <title>Waker wins the Bytejacker Indie Game of the Week!</title>
            <description>&lt;p&gt;Woo-hoo!  &lt;a href="http://gambit.mit.edu/waker"&gt;&lt;i&gt;Waker&lt;/i&gt;&lt;/a&gt;, the game I wrote for GAMBIT this summer, just won the &lt;a href="http://www.bytejacker.com/episodes/055"&gt;Bytejacker Game of the Week&lt;/a&gt; competition, beating out two really impressive other games, &lt;i&gt;Station 38&lt;/i&gt; and &lt;i&gt;Alchemia&lt;/i&gt; &amp;#150; and by a pretty wide margin to boot.  Check out what the players themselves had to say at the 5:05 mark of the video clip!&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/geoffreylong/anXu/~4/2afQgTljHEI" height="1" width="1"/&gt;</description>
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                <category domain="http://www.sixapart.com/ns/types#category">GAMBIT</category>
            
            
            <pubDate>Mon, 28 Sep 2009 17:11:30 -0500</pubDate>
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            <title>Jobs in Comparative Media Studies.</title>
            <description>&lt;p&gt;I'm currently in Los Angeles, having coffee while I wait on my best man to finish up a quick audition before we head off for Las Vegas.  Therefore, I would like to take this brief minute of downtime to make a couple of blog posts I'd been meaning to publish for a good long while now.  First up, several teaching gigs in the field of Comparative Media Studies that I myself would totally be applying for if I already had my Ph.D.  I'm posting these partly to help support the field, but also to demonstrate that comparative media studies as an academic discipline is &lt;i&gt;exploding.&lt;/i&gt; O brave new world, hey?&lt;/p&gt;

&lt;p&gt;&lt;br /&gt;
&lt;strong&gt;MIT: Tenure-Track Faculty Position in Comparative Media Studies&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;MIT's Program in Comparative Media Studies seeks applications for a tenured position beginning in September 2010.  A PhD and an extensive record of publication, research activity and leadership are expected.  We encourage applicants from a wide array of disciplinary backgrounds. The successful candidate will teach and guide research in one or more of the Program's dimensions of comparativity (historical, methodological, cultural) across media forms.  Expertise in the cultural and social implications of established media forms (for example, film, television, audio and visual cultures, print) is as important as scholarship in one or more emerging areas such as games, social media, new media literacies, participatory culture, software studies, IPTV, and transmedia storytelling. &lt;/p&gt;

&lt;p&gt;The position involves teaching graduate and undergraduate courses, developing and guiding collaborative research activities, and participating in the intellectual and creative leadership of the Program and the Institute.  Candidates should demonstrate a record of effective teaching and thesis supervision, significant research/creative activity, relevant administrative experience, and international recognition.&lt;/p&gt;

&lt;p&gt;CMS offers SB and SM programs and maintains a full roster of research initiatives and outreach activities [see &lt;a href="http://cms.mit.edu"&gt;http://cms.mit.edu&lt;/a&gt;].  The program embraces the notion of comparativity and collaboration, and works across MIT's various schools, and between MIT and the larger media landscape. MIT is an affirmative action/equal opportunity employer.&lt;/p&gt;

&lt;p&gt;Applications consisting of a curriculum vita, a statement of teaching philosophy and experience, a statement of current and future research plans, selected major publications, and names of suggested references should be submitted by November 1, 2009 to:&lt;/p&gt;

&lt;p&gt;Professor William Uricchio&lt;br /&gt;
Director, Comparative Media Studies&lt;br /&gt;
MIT 14N-207&lt;br /&gt;
77 Massachusetts Avenue&lt;br /&gt;
Cambridge, MA 02139 USA&lt;/p&gt;

&lt;p&gt;&lt;br /&gt;
&lt;strong&gt;Miami University of Ohio, Tenure-Track Assistant Professor, Comparative Media Studies&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;One or more tenure-track assistant professor positions in comparative media studies, beginning August 2010. We welcome applicants from a range of disciplinary backgrounds; the position will be a joint appointment in a developing program in comparative media studies and another program or department in the humanities or social sciences. &lt;/p&gt;

&lt;p&gt;Expertise in one or more of the following areas is desirable: history of media; technology and culture; creative non-fiction, documentary, and journalism in digital contexts. PhD by date of appointment. &lt;/p&gt;

&lt;p&gt;Candidates should submit a letter of application, a curriculum vitae, three letters of reference, and a sample of recent scholarship to:&lt;/p&gt;

&lt;p&gt;Professor Richard Campbell&lt;br /&gt;
c/o College of Arts and Science&lt;br /&gt;
143 Upham, Miami University&lt;br /&gt;
Oxford, OH 45056&lt;/p&gt;

&lt;p&gt;Review of applications will begin on October 26 and continue until the position is filled.&lt;/p&gt;

&lt;p&gt;More information on this position can be found at &lt;a href="http://www.higheredjobs.com/details.cfm?JobCode=175392319"&gt;http://www.higheredjobs.com/details.cfm?JobCode=175392319&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Middlebury: Tenure-Track Assistant Professor, Comparative Media Studies&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;The Film and Media Culture Department at Middlebury College invites applications for a tenure-track position in Comparative Media Studies beginning in September 2010. Appointment will be made at the rank of Assistant Professor; Ph.D. preferred, A.B.D considered. The successful candidate will teach courses on the cultural impacts and influences of media technologies, new media as aesthetic forms, and additional contributions to the program's curriculum in film and media criticism, history, and/or production. Expertise in one or more of these areas is particularly desirable: online video, social software, videogames, new media art, digital media pedagogy, transmedia convergence, media and the environment, or global media. We welcome applicants from a range of disciplinary backgrounds, but the successful candidate should be comfortable teaching in a humanities-centered program anchored in film and media studies as part of an undergraduate liberal arts curriculum.&lt;/p&gt;

&lt;p&gt;Candidates should provide evidence of commitment to excellent teaching and scholarly potential. Send letter of application with a statement of teaching and research interests, curriculum vitae, and three letters of recommendation, at least two of which must speak to teaching ability, to: &lt;/p&gt;

&lt;p&gt;Professor Jason Mittell, Film and Media Culture Department&lt;br /&gt;
Axinn Center&lt;br /&gt;
Middlebury College&lt;br /&gt;
Middlebury VT 05753&lt;/p&gt;

&lt;p&gt;Applications must be received by November 2 to ensure full consideration. &lt;/p&gt;

&lt;p&gt;Please forward as appropriate, and see &lt;a href="http://go.middlebury.edu/media-search"&gt;http://go.middlebury.edu/media-search&lt;/a&gt; for more information.&lt;/p&gt;

&lt;p&gt;Middlebury College is an Equal Opportunity Employer, committed to hiring a diverse faculty to complement the increasing diversity of the student body. &lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/geoffreylong/anXu/~4/6w4zK_lOBw0" height="1" width="1"/&gt;</description>
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            <pubDate>Fri, 25 Sep 2009 12:25:51 -0500</pubDate>
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            <title>Transmedia Storytelling and Entertainment: A Syllabus</title>
            <description>Since the announcement that &lt;a href="http://www.convergenceculture.org/weblog/2009/08/the_futures_are_near_dont_miss.php"&gt;Futures of Entertainment 4 will focus on transmedia&lt;/a&gt;, since I'm actually on it (twice &amp;#150; check out August 24th and October 5th) and &amp;#150; most importantly &amp;#150; since Henry asked me to, I'm republishing Henry's syllabus for the transmedia storytelling class he's offering at USC this fall.  The following post originally appeared at henryjenkins.org &lt;a href="http://henryjenkins.org/2009/08/transmedia_storytelling_and_en.html"&gt;on August 11th&lt;/a&gt;; if you're not already following Henry's blog "Confessions of an Aca-Fan", then I humbly suggest you have some bookmarking to do!  

What follows is Henry's post, republished in its entirety.&lt;img src="http://feeds.feedburner.com/~r/geoffreylong/anXu/~4/ilKpFvSxocg" height="1" width="1"/&gt;</description>
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                <category domain="http://www.sixapart.com/ns/types#category">Transmedia</category>
            
            
            <pubDate>Tue, 22 Sep 2009 10:10:00 -0500</pubDate>
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            <title>Where in the world is Geoffrey Long?</title>
            <description>&lt;p&gt;For those of you wondering why I've been so silent lately, especially when teh Intarwebs have been so wonderfully flush with transmedia storytelling news, I have two responses:&lt;/p&gt;

&lt;ol&gt;&lt;li&gt;&lt;strong&gt;I'm in Singapore.&lt;/strong&gt;  I'm currently on the other side of the planet from my regular home base in Boston &amp;#150; seriously, Singapore is a 12-hour time difference from Boston, which keeps things kind of simple but the jetlag is utter hell &amp;#150; and have had my hands full with GAMBIT-related things.  (Such as, for example, the launch of &lt;a href="http://gambit.mit.edu/loadgame/snapescape.php"&gt;&lt;i&gt;Snap Escape&lt;/i&gt;&lt;/a&gt;, which is &lt;a href="http://apps.facebook.com/snapescape"&gt;now live on Facebook&lt;/a&gt;).&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;I just launched the new interstitialarts.org.&lt;/strong&gt;  It was an unfortunate scheduling quirk that September 15th, the long-ago announced launched date for the new &lt;a href="http://www.interstitialarts.org"&gt;Interstitial Arts Foundation website&lt;/a&gt; and its attached brand-spanking-new &lt;a href="http://www.interstitialarts.org/projects/annex.php"&gt;Annex of short interstitial fiction&lt;/a&gt; happened to fall during this trip.  Although I still believe in my heart of hearts that I can work from anywhere, there were some definitely odd things working against me on this one &amp;#150; not the least of which was getting reliable quasi-high-speed Internet connectivity from my hotel room.  It's not easy to redesign a Wordpress install in public when your FTP connection keeps breaking every 5-10 minutes.  Oy vey.&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;I will have plenty to say about the recent transmedia storytelling developments once I get back to Boston and things settle down a little bit.  Until then, be good &amp;#150; and if you're in Singapore, come hear me talk at the Students Day at the &lt;a href="http://www.gc-asia.sg"&gt;Games Convention Asia 2009&lt;/a&gt; conference on Saturday!&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/geoffreylong/anXu/~4/d4lBgEpefRw" height="1" width="1"/&gt;</description>
            <link>http://feedproxy.google.com/~r/geoffreylong/anXu/~3/d4lBgEpefRw/where-in-the-world-is-geoffrey.php</link>
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            <pubDate>Wed, 16 Sep 2009 13:07:36 -0500</pubDate>
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        <item>
            <title>Akrasia selected for IndieCade 2009!</title>
            <description>&lt;div class="entry-illustration"&gt;&lt;a href="http://gambit.mit.edu/loadgame/akrasia.php"&gt;&lt;img src="http://gambit.mit.edu/images/loadgame_akrasia_logo.jpg" alt="Akrasia" width="250" height="200" border="0"&gt;&lt;/a&gt;&lt;br /&gt;&lt;img src="http://gambit.mit.edu/images/prototype.jpg" alt="Prototype" width="250" height="28"&gt;&lt;/div&gt;&lt;i&gt;&lt;a href="http://gambit.mit.edu/loadgame/akrasia.php"&gt;Akrasia&lt;/a&gt;,&lt;/i&gt; GAMBIT's arthouse prototype game from the summer of 2008, has been selected to be showcased at  &lt;strong&gt;IndieCade 2009: The International Festival of Independent Games&lt;/strong&gt;!  

Here's the official IndieCade mission, courtesy of &lt;a href="http://www.indiecade.org"&gt;indiecade.org&lt;/a&gt;:

&lt;blockquote&gt;IndieCade supports independent game development and organizes a series of international events showcasing the future of independent games. It encourages, publicizes, and cultivates innovation and artistry in interactive media, helping to create a public perception of games as rich, diverse, artistic, and culturally significant. IndieCade's events and related production and publication programs are designed to bring visibility to and facilitate the production of new works within the emerging independent game movement. Like the independent videogame developer community itself, IndieCade's focus is global and includes producers in Asia, Latin America, Europe, Australia, and anywhere else independent games are made and played.&lt;/blockquote&gt;


&lt;i&gt;Akrasia&lt;/i&gt; is, of course, described on &lt;a href="http://gambit.mit.edu/loadgame/akrasia.php"&gt;its official home on the GAMBIT site&lt;/a&gt; as follows:

&lt;blockquote&gt;&lt;strong&gt;&lt;i&gt;Akrasia&lt;/i&gt;&lt;/strong&gt; is a single-player game that challenges game conventions and is intended to make the player think and reflect. It is based on the abstract concept of addiction, which is expressed metaphorically throughout the game.

&lt;strong&gt;Spoiler Warning!&lt;/strong&gt; The game is set in a maze that represents the mind. The maze has two states &amp;#150; a normal and a psychedelic state. To enter the game, the player has to collect a pill-shaped object and thus enters the game as "addict". From "chasing the dragon" and the experience of dependency to working your way through "cold turkey stage" where willpower is mapped onto navigation skills, this game models the essential dimensions of the addiction gestalt as identified by its creators.

Depending on player behavior and choice, the game can have various outcomes that reflect this behavior. Someone who tries to shake the habit as quickly as possible will find herself in a different situation at the end of the game than someone who indulged in chasing the high. Unlike many other games where the player is forced to learn a specific behavior in order to win the game, this game gives the player a lot of freedom in regard to the realization of the game as text. The interpretation of the game is different depending on how the game is played, thus &lt;i&gt;Akrasia&lt;/i&gt; is a prime example of a dynamic, player-dependent meaning generation.

The game is meant to be played several times until all the connections between its various elements &amp;#150; the high-score, the life bar with its symbols, the two creatures that inhabit the maze in its two states, etc. &amp;#150;  are decoded and its underlying meaning reveals itself. But although every single element in the game supports one specific reading, the beauty of &lt;i&gt;Akrasia&lt;/i&gt; is its interpretative richness. All the elements in the game make sense in regard to one reading, but it is not the only possible one. The experiences that shall be conveyed in every single stage of the game do not only fit one experiential gestalt, but a variety of structurally similar experiences.

&lt;i&gt;Akrasia&lt;/i&gt; takes the notion of "meaningful games" to the next level. Play it, experience it and put on your thinking cap.&lt;/blockquote&gt;

IndieCade 2009 will be going down October 1-4, 2009 in Culver City, California.  There's all kinds of fantastic programming planned, including the &lt;a href="http://www.indiecade.com/index.php?/Events/Hands-On_Exhibition/"&gt;Hand-On Exhibition&lt;/a&gt;, a three-day &lt;a href="http://www.indiecade.com/index.php?/Events/culver-city-09/"&gt;Conference&lt;/a&gt; (including GAMBIT co-PI &lt;a href="http://gambit.mit.edu/credits/index.php#hjenkins"&gt;Henry Jenkins&lt;/a&gt; and friend-of-the-lab Brenda Brathwaite), an &lt;a href="http://www.indiecade.com/index.php?/Events/Awards/"&gt;Awards Ceremony&lt;/a&gt;, an extensive amount of &lt;a href="http://www.indiecade.com/index.php?/Events/Outdoor/"&gt;Outdoor and Pervasive Gameplay&lt;/a&gt;, a series of &lt;a href="http://www.indiecade.com/index.php?/Events/Artist_Talks/"&gt;Artist Talks&lt;/a&gt;, and, of course, the &lt;a href="http://www.indiecade.com/index.php?/Events/Opening/"&gt;IndieCade Happening&lt;/a&gt;!

Congratulations to &lt;a href="http://gambit.mit.edu/credits/developers_2008.php#dcrusch"&gt;Doris C. Rusch&lt;/a&gt; (Product Owner), &lt;a href="http://gambit.mit.edu/credits/developers_2008.php#pzhiwen"&gt;Paul Yang&lt;/a&gt; (Scrummaster), &lt;a href="http://gambit.mit.edu/credits/developers_2008.php#ayang"&gt;Alexander Luke Chong&lt;/a&gt; (QA Lead), &lt;a href="http://gambit.mit.edu/credits/developers_2008.php#lwei"&gt;Louis Teo&lt;/a&gt; (Designer), &lt;a href="http://gambit.mit.edu/credits/developers_2008.php#syi"&gt;Shawn Dominic Loh&lt;/a&gt; (Artist), &lt;a href="http://gambit.mit.edu/credits/developers_2008.php#zxinru"&gt;Zou Xinru&lt;/a&gt; (Artist), &lt;a href="http://gambit.mit.edu/credits/developers_2008.php#lchung"&gt;Law Kok Chung&lt;/a&gt; (Programmer), &lt;a href="http://gambit.mit.edu/credits/developers_2008.php#swu"&gt;Stephie Wu&lt;/a&gt; (Programmer), &lt;a href="http://gambit.mit.edu/credits/developers_2008.php#esahlstrom"&gt;Erik Sahlstr&amp;#246;m&lt;/a&gt; (Audio Designer), &lt;a href="http://gambit.mit.edu/credits/developers_2008.php#jflores"&gt;Jeremy Flores&lt;/a&gt; (Additional Audio), &lt;a href="http://gambit.mit.edu/credits/developers_2008.php#psubramaniam"&gt;Pradashini Subramaniam&lt;/a&gt; (Additional Audio), and &lt;a href="http://gambit.mit.edu/credits/developers_2008.php#gyuan"&gt;Guo Yuan&lt;/a&gt; (Additional Audio).  Way to go, team!

Several GAMBITeers will be in attendance at IndieCade 2009, including &lt;i&gt;Akrasia&lt;/i&gt; product owner &lt;a href="http://gambit.mit.edu/credits/index.php#dcrusch"&gt;Dr. Doris C. Rusch&lt;/a&gt;.  We hope to see you there!&lt;img src="http://feeds.feedburner.com/~r/geoffreylong/anXu/~4/Nh15Gx1An7Y" height="1" width="1"/&gt;</description>
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                <category domain="http://www.sixapart.com/ns/types#category">News</category>
            
            
            <pubDate>Wed, 16 Sep 2009 10:00:00 -0500</pubDate>
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            <title>An Interview with Mia Consalvo</title>
            <description>&lt;div class="entry-illustration"&gt;&lt;img src="http://gambit.mit.edu/images/credits_mconsalvo.jpg" alt="Mia Consalvo" width="150" height="150"&gt;&lt;/div&gt;I recently had the pleasure of sitting down with &lt;a href="http://gambit.mit.edu/credits/index.php#mconsalvo"&gt;Dr. Mia Consalvo&lt;/a&gt;, who is rejoining the GAMBIT US lab as a visiting associate professor this year, for an hour and chatting about her research interests.  The resulting transcript has been published in the Fall 2009 issue of &lt;i&gt;&lt;a href="http://cms.mit.edu/news/inmediasres/"&gt;In Medias Res&lt;/a&gt;,&lt;/i&gt; the Comparative Media Studies newsletter.  

Here are the first few paragraphs as a preview:

&lt;blockquote&gt;&lt;b&gt;Geoffrey Long: First of all, welcome! Where are you coming from?&lt;/b&gt;
&lt;br /&gt;&lt;br /&gt;
&lt;b&gt;Mia Consalvo:&lt;/b&gt; I'm coming from Davis Square, but I most recently come from Ohio University's School of Media Arts and Studies. I'm an associate professor there, and I teach classes in new media, media criticism and analysis, and videogame studies. I wrote &lt;a href="http://www.amazon.com/Cheating-Advantage-Videogames-Mia-Consalvo/dp/0262513285/ref=sr_1_1?ie=UTF8&amp;s=books&amp;qid=1252072099&amp;sr=8-1"&gt;a book with MIT Press in 2007 about cheating in videogames&lt;/a&gt;, and right now I have two big projects going. One is on the role of Japan in the formation of the game industry and its status now, and the other relates to casual games and casual game players and casual game player culture and those kinds of things.
&lt;br /&gt;&lt;br /&gt;
&lt;b&gt;GL: What stage are you in with these projects?&lt;/b&gt;
&lt;br /&gt;&lt;br /&gt;
&lt;b&gt;MC:&lt;/b&gt; I've written a few smaller pieces that have been articles or chapters for other things that are eventually going to be collected into a book. One of the pieces, which I wrote when I was here at MIT last summer as a visiting scholar, was on the business aspect of Japanese videogame industries and how they're trying to push more for globalization.
&lt;br /&gt;&lt;br /&gt;
Interestingly, even though Nintendo kind of resurrected the videogame industry in the 1980s after it went bust, and most Western kids grew up playing Nintendo, once Western companies got back up and going there was a decline in sales of Japanese games, so that now Japanese games aren't quite as dominant in the West. In Japan, it's still almost completely Japanese games on the top sellers list, but in North America and Europe it's much more split, and you see Japanese companies trying to figure out how to get that global dominance back. They have plans for different kinds of localization, transnational products, those kinds of things.
&lt;br /&gt;&lt;br /&gt;
&lt;b&gt;GL: When you're talking about the East and the West, you're not talking about just Japan and the United States. What is the game sale breakdown like in the rest of the world?&lt;/b&gt;
&lt;br /&gt;&lt;br /&gt;
&lt;b&gt;MC:&lt;/b&gt; There are three major game markets that companies look at: North America, Europe (and mostly that's Western Europe) and Japan. Korea has its own special thing with online games, but otherwise they're kind of too small. North American bestseller lists are clearly mixed as to what games are made where, and Europe is the same. There are few local European products that wouldn't sell somewhere else, like football games, and the Germans prefer PC games over console games, particularly strategy games.
&lt;br /&gt;&lt;br /&gt;
In Japan, there's been this dominance of Japanese companies. When I was there in 2005 for a few months, it took me a while to realize, looking at the bestseller lists, "Wait a minute, there are no Western games here!" There were a few, like &lt;i&gt;Halo&lt;/i&gt; and &lt;i&gt;The Sims,&lt;/i&gt; but it was almost completely dominated by Japanese game developers. Now, because of the downturn in the economy and the declining birth rate in Japan, they've seen some declines in their sales, and Japanese companies are more motivated to look globally for other markets.&lt;/blockquote&gt;

The complete article can be &lt;a href="http://cms.mit.edu/news/features/2009/09/japans_plans_to_take_over_the.php"&gt;read online on the CMS site&lt;/a&gt;.  Alternatively, the full Fall 2009 issue of &lt;i&gt;In Medias Res&lt;/I&gt; can be downloaded as a &lt;a href="http://cms.mit.edu//news/inmediasres/imr_2009_02_lowres.pdf"&gt;1.4 MB PDF&lt;/a&gt; for on-screen reading or as a &lt;a href="http://cms.mit.edu/news/inmediasres/imr_2009_02.pdf"&gt;42 MB PDF&lt;/a&gt; for high-quality printing.  Check it out!&lt;img src="http://feeds.feedburner.com/~r/geoffreylong/anXu/~4/GA9BfE7C1Jg" height="1" width="1"/&gt;</description>
            <link>http://feedproxy.google.com/~r/geoffreylong/anXu/~3/GA9BfE7C1Jg/an-interview-with-mia-consalvo.php</link>
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                <category domain="http://www.sixapart.com/ns/types#category">News</category>
            
                <category domain="http://www.sixapart.com/ns/types#category">Research</category>
            
            
            <pubDate>Tue, 08 Sep 2009 10:00:00 -0500</pubDate>
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        <item>
            <title>Transmedia extension as super-limited collector's item?</title>
            <description>&lt;div class="entry-illustration"&gt;&lt;a href="http://io9.com/5349688/crack-open-9s-science-journal-and-learn-secrets-of-the-ragdolls-creation/gallery/"&gt;&lt;img src="http://www.geoffreylong.com/images/journal/9_artbook.jpg" alt="9 artbook" width="200" height="143" border="0"&gt;&lt;/a&gt;&lt;/div&gt;The folks behind the upcoming animated movie &lt;i&gt;9&lt;/i&gt; have created a "mad science journal" that could be seen a prequel-esque diegetic artifact, insofar as it includes "ink blots, sketches and doomsday prophesies" as well as a whole bunch of information as to how the ragdoll characters of the film came to exist.  

&lt;p&gt;According to &lt;a href="http://io9.com/5349688/crack-open-9s-science-journal-and-learn-secrets-of-the-ragdolls-creation/gallery/"&gt;the article on io9.com&lt;/a&gt;, "Each book is encased in a uniquely numbered burlap bag, featuring a special forward by Ray Kurzweil, behind-the-scenes art, an extensive collection of stills from the film, commentary from director Shane Acker and producers Tim Burton and Timur Bekmambetov, and a DVD of the original short film by Shane Acker which inspired the full-length feature."&lt;/p&gt;

&lt;p&gt;The catch is that only 999 of these books were made, which strikes me as sort of a tragedy.  Such a project seems to be absolutely loaded with opportunities for additive comprehension, so ensuring that less than a thousand would-be fans have access to that enriched experience seems like a missed opportunity.  (As readers of my Master's thesis, &lt;a href="http://cms.mit.edu/research/theses/GeoffreyLong2007.pdf"&gt;&lt;i&gt;Transmedia Storytelling: Business, Aesthetics and Production at the Jim Henson Company&lt;/i&gt;&lt;/a&gt; know, similar art books were released as transmedia extensions for both &lt;i&gt;Labyrinth&lt;/i&gt; and &lt;i&gt;The Dark Crystal&lt;/i&gt;.)  Still, in this day and age, I'd be utterly flabbergasted if some version of the same content didn't appear either online or in the inevitable collector's edition of the DVD.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/geoffreylong/anXu/~4/FcOxPElHA8c" height="1" width="1"/&gt;</description>
            <link>http://feedproxy.google.com/~r/geoffreylong/anXu/~3/FcOxPElHA8c/transmedia-extension-as-super-.php</link>
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                <category domain="http://www.sixapart.com/ns/types#category">Academia</category>
            
                <category domain="http://www.sixapart.com/ns/types#category">Media</category>
            
                <category domain="http://www.sixapart.com/ns/types#category">Movies</category>
            
                <category domain="http://www.sixapart.com/ns/types#category">Transmedia</category>
            
            
            <pubDate>Wed, 02 Sep 2009 12:28:13 -0500</pubDate>
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            <title>Judging the Parsec Awards.</title>
            <description>&lt;div class="entry-illustration"&gt;&lt;a href="http://www.parsecawards.com"&gt;&lt;img src="http://www.geoffreylong.com/images/journal/parsecawards_logo.gif" alt="Parsec Awards" border="0" width="100" height="99"&gt;&lt;/a&gt;&lt;/div&gt;I've wanted to say something about this for a while, but I was instructed to keep it under wraps.  As the page just went live (and my &lt;a href="http://parsecawards.com/node/863#Long"&gt;truncated little bio&lt;/a&gt; is up), I feel comfortable making the announcement: I, Geoffrey Long, served as a &lt;a href="http://parsecawards.com/node/864"&gt;judge for the 2009 Parsec Awards&lt;/a&gt;.

&lt;p&gt;If you're familiar with the Parsecs, you know what an honor this is.  I was floored to discover that my fellow judges included Tobias S. Bucknell, Frank Conniff (Frank from &lt;i&gt;Mystery Science Theater 3000&lt;/i&gt;), Ubisoft's Richard Danksy, Charles de Lint, Cory Doctorow, James Patrick Kelly, Annalee Newitz, Tim Pratt, and a whole host of other luminaries.  If you're not familiar with the Parsecs, here's how the Parsec Awards website describes them:&lt;/p&gt;

&lt;blockquote&gt;Mur Lafferty, Michael R. Mennenga &amp; Tracy Hickman founded The Parsec Awards in 2006 to celebrate Speculative Fiction Podcasting, under the banner of Farpoint Media.

&lt;p&gt;Podcast shows are nominated by fans, and finalists are chosen by a yearly steering committee. Those finalists are then voted on by an independent panel of judges from outside of podcasting. Awards are given in several categories ranging from content to audio quality.&lt;/p&gt;

&lt;p&gt;The Parsec Awards Steering Committee and their assignees (as selected by the committee) will determine a list of five finalists in each category. Each podcast will be evaluated by a set of numerical ratings based on criteria specific to the nominated category. These ratings and criteria are to be published separately. Steering committee members and assignees in this process will be recused from any portion of this judging process involving podcasts with which they are associated or have contributed. All participants acknowledge that the awards process involves subjective judgment on the part of those making award determinations and that artistic merit and ranking is highly influenced by personal preference. Nevertheless, every effort will be made in the selection of finalists and awarding the winner to be as fair and objective as possible.&lt;/p&gt;

&lt;p&gt;Voting is conducted by secret and secure means, which shall be explained at the time of the award ceremony. Winners will not be informed in advance and the presenters will have no foreknowledge of the outcome.  The award will be presented at the Dragon*Con convention held in Atlanta, Georgia, in the country of the United States. Podcast producers need not be present to be awarded but will be asked to participate in the awards show if present.&lt;/blockquote&gt;&lt;/p&gt;

&lt;p&gt;Alas, I will not be at Dragon*Con this weekend to witness the awards being given, nor do I have any idea who the winners are (so please don't ask).  I'm dying to know how my picks fared against my fellow judges' picks, so I'm definitely going to be keeping an eye on &lt;a href="http://www.parsecawards.com"&gt;www.parsecawards.com&lt;/a&gt; this week!   What I will say is that all the nominees I was asked to review did a bang-up job, and I was well and truly impressed by the quality of the works streaming through my earbuds.   Congratulations to all the nominees, and I can't wait to hear who won!&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/geoffreylong/anXu/~4/S1bC2r3i_hY" height="1" width="1"/&gt;</description>
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            <pubDate>Mon, 31 Aug 2009 12:16:21 -0500</pubDate>
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        <item>
            <title>Introducing Waker!</title>
            <description>&lt;div class="entry-illustration"&gt;&lt;a href="http://gambit.mit.edu/waker"&gt;&lt;img src="http://www.geoffreylong.com/images/journal/loadgame_waker_black.jpg" width="250" height="200" alt="Waker" border="0"&gt;&lt;/a&gt;&lt;/div&gt;I've been working with the &lt;a href="http://gambit.mit.edu"&gt;Singapore-MIT GAMBIT Game Lab&lt;/a&gt; for a while now, primarily as its Communications Director but also occasionally as a researcher.  This summer I had my first chance to write a game with this group, and now said game &amp;#150; &lt;a href="http://gambit.mit.edu/waker"&gt;&lt;i&gt;Waker&lt;/i&gt; by Poof Games&lt;/a&gt; &amp;#150; is up and available to play for free on the GAMBIT website!  As the game's developers described it on the game's page:

&lt;blockquote&gt;&lt;strong&gt;Waker&lt;/strong&gt; is a puzzle/platform game set in the world of a child's broken dream.  As the Waker, the player uses both mind and reflexes to solve puzzles, creating platforms to form a safe path through the dream worlds.  Forming the paths, however, is the trick - it is up to the player to figure out how to create each path, and to manipulate the Waker and the world to travel safely through each level.  With dynamic obstacles and three difficulty modes, the game offers continuing challenges even for experienced players, while allowing beginners an easier path to the end. &lt;/p&gt;
												
&lt;p&gt;&lt;i&gt;Waker&lt;/i&gt; was developed in tandem with &lt;i&gt;&lt;a href="http://gambit.mit.edu/woosh"&gt;Woosh&lt;/a&gt;,&lt;/i&gt; its abstract variant.  &lt;i&gt;Waker&lt;/i&gt; offers the same gameplay as &lt;i&gt;Woosh,&lt;/i&gt; but also includes a rich narrative and a story that is reflected in its art and cutscenes.&lt;/blockquote&gt;
I am thoroughly honored to have been involved with this project for multiple reasons.  First, &lt;i&gt;Waker&lt;/i&gt; gave me a chance to work with my friends &lt;a href="http://gambit.mit.edu/credits/developers_2009.php#sverrilli"&gt;Sara Verrilli&lt;/a&gt;, &lt;a href="http://gambit.mit.edu/credits/developers_2009.php#kdriscoll"&gt;Kevin Driscoll&lt;/a&gt;, &lt;a href="http://gambit.mit.edu/credits/developers_2009.php#sosterweil"&gt;Scot Osterweil&lt;a/&gt; and &lt;a href="http://gambit.mit.edu/credits/developers_2009.php#lle"&gt;Lan Le&lt;/a&gt;, as well as befriend a bunch of other folks from Singapore, MIT and RISD.  Second, the game is absolutely beautiful, thanks to the hard work of &lt;a href="http://gambit.mit.edu/credits/developers_2009.php#bcebenka"&gt;Brandon Cebenka&lt;/a&gt;, &lt;a href="http://gambit.mit.edu/credits/developers_2009.php#rqian"&gt;Rini Ong Zhi Qian&lt;/a&gt; and &lt;a href="http://gambit.mit.edu/credits/developers_2009.php#ssetiawanjap"&gt;Steven Setiawan&lt;/a&gt;.  I loved the aesthetic of &lt;i&gt;Waker,&lt;/i&gt; from the graceful, fluid animation of the cat-monkey creature to the textures to the gentle glow scattered throughout the game.  I loved the dreamlike sensibility of the world, and the basics of the storyline that Brendan and the others had sketched out before I was brought onboard was completely up my alley.  
&lt;br /&gt;&lt;br /&gt;
&lt;div align="center"&gt;&lt;a href="http://www.geoffreylong.com/images/journal/waker_screen01.png"&gt;&lt;img src="http://www.geoffreylong.com/images/journal/waker_screen01.png" width="500" height="375" alt="Waker" border="0"&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
I was invited to join the project when it was decided &amp;#150; at the last minute! &amp;#150; that the story needed to be fleshed out some more, so I rewrote the story in an evening, met with Brendan and the others the next morning, did some super-fast re-rewrites and then jumped into the recording booth to do all the voiceover work myself as well.  Mercifully I managed to nail the &lt;a href="http://www.imdb.com/name/nm0000457/"&gt;John Hurt&lt;/a&gt;-esque narrator's voice that had popped into my head while writing the thing, so I was thoroughly happy with how well that turned out.  

&lt;p&gt;I'm also thoroughly grateful for the opportunity to write a GAMBIT game (complete with the apparently all-too-true-to-the-industry "Can we have this tomorrow?" experience) &lt;i&gt;and&lt;/i&gt; for the not-very-true-at-all-to-the-industry experience of being able to &lt;i&gt;perform&lt;/i&gt; the role I'd written.  If you're half as much of a fan of Neil Gaiman's &lt;i&gt;Sandman&lt;/i&gt; or Mike Mignola's &lt;i&gt;Hellboy&lt;/i&gt; as I am, I recommend that you go and give &lt;i&gt;Waker&lt;/i&gt; a shot.  (Hey, it's free and it runs in a browser window &amp;#150; what's stopping you?  Go!  &lt;a href="http://gambit.mit.edu/waker"&gt;Play it now!&lt;/a&gt;)&lt;br /&gt;
&lt;br /&gt;&lt;br /&gt;
&lt;div align="center"&gt;&lt;a href="http://www.geoffreylong.com/images/journal/waker_screen07.png"&gt;&lt;img src="http://www.geoffreylong.com/images/journal/waker_screen07.png" width="500" height="375" alt="Waker" border="0"&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
&lt;br /&gt;&lt;br /&gt;
Please let me know what you think of the game!  You can also see what people are saying about the game already at &lt;a href="http://www.freegamesnews.com/en/?p=11549"&gt;Free Games News&lt;/a&gt; and &lt;a href="http://xspblog.com/2009/08/29/waker-browser/"&gt;XSp&lt;/a&gt;, and follow new reviews for &lt;i&gt;Waker&lt;/i&gt; and the rest of the GAMBIT games as they appear at the &lt;a href="http://gambit.mit.edu/campaign/inthepress.php"&gt;In the Press&lt;/a&gt; section of the GAMBIT site.&lt;/p&gt;

&lt;p&gt;Heh.  I still get a grin on my face just thinking about that whole experience.  I've got a new GAMBIT project in the works for this fall, so I'll keep you posted!&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Update (9/1/09):&lt;/strong&gt; Flytrap Games just published a really funny writeup of the game titled &lt;a href="http://www.flytrapgames.com/2009/08/28/agile-spirit-cat-required-for-mental-roadworks/"&gt;Agile Spirit Cat Required for Mental Roadworks&lt;/a&gt;.  These guys really got what I was going for:&lt;/p&gt;

&lt;blockquote&gt;Dreaming is more hazardous than most people suspect. Every time you sleep, a path forms behind your dreaming self to guide you back to the waking world.

&lt;p&gt;On occasion, however, that path breaks, leaving the dreamer to stand forever stark naked in front of the sixth form girls while Billy Connolly plays the banjo. Or whatever private delusions are appropriate to your particular mental setup.&lt;/p&gt;

&lt;p&gt;Fortunately, a ruptured dream path can be repaired by a Waker - a sort of Druidic cat entity which puts us in mind of the mog from &lt;i&gt;Coraline.&lt;/i&gt; As one such Waker, players of Singapore-MIT GAMBIT Game Lab's latest puzzle-platformer must collect "wisps" to restore a lost soul to consciousness.&lt;/blockquote&gt;&lt;/p&gt;

&lt;p&gt;I am, as they say, well and thoroughly chuffed.  (I wish we'd thought of that Billy Connolly nightmare.  That would make a thoroughly horrific bonus level.)&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Update (9/2/09):&lt;/strong&gt; &lt;i&gt;Waker&lt;/i&gt; is getting even more press!  Lewis Denby of &lt;i&gt;Resolution&lt;/i&gt; magazine in England &lt;a href="http://resolution-magazine.co.uk/content/pc-freebies-round-up-010909/"&gt;makes the following observations&lt;/a&gt;:&lt;/p&gt;

&lt;blockquote&gt;This odd little pairing is more than a bit interesting to talk about.  Woosh and Waker are puzzle/platform games developed by Poof Games for Gambit, which is a collaboration between MIT and the Singapore government.  Woosh and Waker are part of an experimental, educational project, to see how players respond to different presentations within videogames.

&lt;p&gt;Launching each game doesn't immediately throw up too many similarities.  But dive into the game proper and you'll realise they're both exactly the same in terms of the mechanics and level design.  The difference?  One presents an anthropomorphic character and introduces a story.  The other sees you guiding a bouncy ball around the same platforms, only with a backdrop consisting purely of abstract art.  There's no plot to be found.&lt;/p&gt;

&lt;p&gt;It is, of course, very interesting to consider which side of the fence you fall on.  Do you prefer the abstract visual beauty of Woosh, or the more evocative, story-driven presentation of Waker?  Do you prefer guiding a living character, or a blissfully unaware rolling ball?  But what's particularly brilliant for the player is that both are excellent, seriously clever games.  Try them both out, and have a think about the difference in your approach to each one.&lt;/blockquote&gt;&lt;/p&gt;

&lt;p&gt;Meanwhile, Bart at bontegames.com &lt;a href="http://www.bontegames.com/2009/08/waker.html"&gt;gives the game a one-line notice&lt;/a&gt;, but a user calling itself Lichen Fairy says this in the comments: "The ending is beautiful. The game-play can be a bit frustrating at times but I love the story."  Thanks!&lt;/p&gt;

&lt;p&gt;The game has even been picked up in Italy, where &lt;a href="http://www.indievault.it/2009/09/02/waker/"&gt;a post from indievault.it&lt;/a&gt; describes the game as follows:&lt;/p&gt;

&lt;blockquote&gt;&lt;i&gt;Benvenuti nel mondo dei sogni... Waker, sviluppato dai ragazzi di Poof Games, vi proietterà in un mondo onirico, nelle sembianze di un waker, una sorta di guardiano del dolce dormire simile a un gatto. Il vostro scopo sarà quello di ristabile il continuum del sogno di una bambina, permettendole così di risvegliarsi da un sonno ininterrotto. Dovrete intraprendere un viaggio lungo tre mondi, ciascuno dei quali è formato da molteplici sottolivelli che garantiscono un'esperienza non certo da mordi e fuggi.&lt;/i&gt;&lt;/blockquote&gt;

&lt;p&gt;Or, if Google translate is to be believed:&lt;/p&gt;

&lt;blockquote&gt;Welcome to the world of dreams ... Waker, developed by the young people Poof Games, we will project into a dream world, in the form of a waker, a kind of guardian of sweet sleep like a cat. Your goal will be to restore the continuum of the dream of a child, enabled it to awaken from a sleep uninterrupted. You will need to undertake a journey across three worlds, each of which consists of multiple sub-levels, offering an experience not by hit and run.&lt;/blockquote&gt;

&lt;p&gt;This is awesome &amp;#150; and they're still coming!&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Update (9/2/09, again):&lt;/strong&gt; Perhaps the biggest and best review of &lt;i&gt;Waker&lt;/i&gt; just went live &amp;#150; check out &lt;a href="http://jayisgames.com/archives/2009/09/waker.php"&gt;Daniel Archer's glowing profile at JayIsGames&lt;/a&gt;!&lt;/p&gt;

&lt;blockquote&gt;Waker is a project born from GAMBIT, Singapore-MIT's game design lab, and the multidisciplinary input shows. The art and animation invoke the phantasmal in such a way that it's not hard to believe that this idea could have been hauled from the same place dreams come from. Little touches breathe life into the Waker and the world, like the blinking of one eye at a time should you let the creature sit still for a few moments. The music is softly whimsical, the same way a child's dream should be.

&lt;p&gt;While the writing sets up the game quite marvelously, what with the Wakers and the Dreamtime and associated fantasies, the story starts to fade as the game progresses, being delivered to the player in short injections between one world and the next. It's a tad disappointing to have the developers weave all this vibrant lore about what happens when the lights go out, only to have it squeezed into the cracks. It would have been nicer to see the story dovetail with the gameplay more smoothly, but there's still a lot more creativity at work here than your average puzzle game.&lt;/p&gt;

&lt;p&gt;...While the game might be short for those who attack it head-on, it's certainly a trip worth taking, and the dazzling visuals coupled with the imaginative tale of the Wakers marks this game as one of the most innovative puzzlers to date. Now don't let me keep you, for there's already a child lost in the slumber, hoping for someone, anyone to show them the way home.&lt;/p&gt;

&lt;p&gt;Well? The Waker is waiting.&lt;/blockquote&gt;&lt;/p&gt;

&lt;p&gt;You can't see it, but I'm throwing devil horns in the air.  It's true that the story only appears in little bits between the worlds, but given the time constraints and the massive workload on Poof's shoulders (they made not just &lt;i&gt;one&lt;/i&gt; game in eight short weeks, but &lt;i&gt;two!&lt;/i&gt;  Two, people!  Two!) I can safely say that &lt;i&gt;Poof kicked ass.&lt;/i&gt;  Way to go, guys!&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/geoffreylong/anXu/~4/CFSvwCPn9Vo" height="1" width="1"/&gt;</description>
            <link>http://feedproxy.google.com/~r/geoffreylong/anXu/~3/CFSvwCPn9Vo/introducing-waker.php</link>
            <guid isPermaLink="false">http://www.geoffreylong.com/journal/2009/08/introducing-waker.php</guid>
            
                <category domain="http://www.sixapart.com/ns/types#category">Academia</category>
            
                <category domain="http://www.sixapart.com/ns/types#category">GAMBIT</category>
            
                <category domain="http://www.sixapart.com/ns/types#category">Gaming</category>
            
                <category domain="http://www.sixapart.com/ns/types#category">Video Games</category>
            
            
            <pubDate>Sun, 30 Aug 2009 15:54:17 -0500</pubDate>
        <feedburner:origLink>http://www.geoffreylong.com/journal/2009/08/introducing-waker.php</feedburner:origLink></item>
        
        <item>
            <title>Transmedia Storytelling and Entertainment: A Syllabus</title>
            <description>Since the announcement that &lt;a href="http://www.convergenceculture.org/weblog/2009/08/the_futures_are_near_dont_miss.php"&gt;Futures of Entertainment 4 will focus on transmedia&lt;/a&gt;, since I'm actually on it (twice &amp;#150; check out August 24th and October 5th) and &amp;#150; most importantly &amp;#150; since Henry asked me to, I'm republishing Henry's syllabus for the transmedia storytelling class he's offering at USC this fall.  The following post originally appeared at henryjenkins.org &lt;a href="http://henryjenkins.org/2009/08/transmedia_storytelling_and_en.html"&gt;on August 11th&lt;/a&gt;; if you're not already following Henry's blog "Confessions of an Aca-Fan", then I humbly suggest you have some bookmarking to do!  

&lt;p&gt;Here's Henry's post, republished in its entirety.&lt;/p&gt;

&lt;hr&gt;

&lt;strong&gt;Transmedia Storytelling and Entertainment: A Syllabus&lt;/strong&gt;&lt;br /&gt;
&lt;i&gt;by &lt;a href="http://www.henryjenkins.org"&gt;Henry Jenkins&lt;/a&gt;&lt;/i&gt;

&lt;p&gt;Given the interest out there in transmedia or cross-media entertainment, I thought I would share the syllabus for the course I am teaching this fall at the University of Southern California. I am still shifting some details, as I deal with the scheduling of guest speakers, but all of the speakers listed have agreed to come. The readings are a good starter set for people wanting to do more thinking on this emerging area of research. I will be sharing reflections about the course material here throughout the fall, since I'm sure working through these readings in a class context is going to spark me to do some fresh thinking on the topic. I'd love to hear from others out there teaching transmedia or cross-media topics.&lt;/p&gt;

&lt;p&gt;If you know someone at USC who you think might want to take this class, let them know. I still have room for more students.&lt;/p&gt;

&lt;p&gt;&lt;u&gt;Course Description and Outcomes:&lt;/u&gt;&lt;/p&gt;

&lt;p&gt;We now live at a moment where every story, image, brand, relationship plays itself out across the maximum number of media platforms, shaped top down by decisions made in corporate boardrooms and bottom up by decisions made in teenager's bedrooms. The concentrated ownership of media conglomerates increases the desirability of properties that can exploit "synergies" between different parts of the medium system and "maximize touch-points" with different niches of consumers. The result has been the push towards franchise-building in general and transmedia entertainment in particular.&lt;/p&gt;

&lt;p&gt;A transmedia story represents the integration of entertainment experiences across a range of different media platforms. A story like &lt;em&gt;Heroes &lt;/em&gt;or &lt;em&gt;Lost&lt;/em&gt; might spread from television into comics, the web, computer or alternate reality games, toys and other commodities, and so forth, picking up new consumers as it goes and allowing the most dedicated fans to drill deeper. The fans, in turn, may translate their interests in the franchise into concordances and wikipedia entries, fan fiction, vids, fan films, cosplay, game mods, and a range of other participatory practices that further extend the story world in new directions. Both the commercial and grassroots expansion of narrative universes contribute to a new mode of storytelling, one which is based on an encyclopedic expanse of information which gets put together differently by each individual consumer as well as processed collectively by social networks and online knowledge communities.&lt;/p&gt;

&lt;p&gt;The course is broken down into five basic units: "Foundations" offers an overview of the current movement towards transmedia or cross-platform entertainment; "Narrative Structures" introduces the basic toolkit available to contemporary storytellers, digging deeply into issues around seriality, and examining what it might mean to think of a story as a structure of information; "World Building" deals with what it means to think of contemporary media franchises in terms of "worlds" or "universes" which unfold across many different media systems; "Audience Matters" links transmedia storytelling to issues of audience engagement and in the process, considers how fans might contribute unofficial extensions to favorite media texts; and "Tracing the History of Transmedia" pulls back to consider key moments in the evolution of transmedia entertainment, moving from the late 19th century to the present.&lt;/p&gt;

&lt;p&gt;In this course, we will be exploring the phenomenon of transmedia storytelling through:&lt;/p&gt;

&lt;ul&gt;&lt;li&gt;Critically examining commercial and grassroots texts which contribute to larger media franchises (mobisodes and webisodes, comics, games).&lt;/li&gt;
&lt;li&gt;Developing a theoretical framework for understanding how storytelling works in this new environment with a particular emphasis upon issues of world building, cultural attractors, and cultural activators.&lt;/li&gt;
&lt;li&gt;Tracing the historical context from which modern transmedia practices emerged, including consideration of the contributions of such key figures as P.T. Barnum,  L. Frank Baum, Feuillade, C.S. Lewis, J.R.R. Tolkien, Cordwainer Smith, Walt Disney, George Lucas, DC and Marvel Comics, and Joss Whedon.&lt;/li&gt;
&lt;li&gt;Exploring what transmedia approaches contribute to such key genres as science fiction, fantasy, horror, superhero, suspense, soap opera, teen and reality television.&lt;/li&gt;
&lt;li&gt;Listening to cutting-edge thinkers from the media industry talk about the challenges and opportunities which transmedia entertainment offers, walking through cases of contemporary projects that have deployed cross-platform strategies.&lt;/li&gt;
&lt;li&gt;Putting these ideas into action through working with a team of fellow students to develop and pitch transmedia strategies around an existing media property. &lt;/li&gt;
&lt;/ul&gt;


&lt;p&gt;&lt;u&gt;Required Books:&lt;/u&gt;&lt;/p&gt;

&lt;p&gt;Pat Harrington and Noah Wardrip-Fruin, &lt;em&gt;Third Person: Authoring and Exploring Vast Narratives &lt;/em&gt;(Cambridge: MIT Press, 2009), 636 pages.&lt;/p&gt;

&lt;p&gt;Kim Deitch, &lt;em&gt;Alias the Cat (&lt;/em&gt;New York: Pantheon, 2007), 136 pages.&lt;/p&gt;

&lt;p&gt;Kurt Busiek and Alex Ross, &lt;em&gt;Marvels&lt;/em&gt; (Marvel Comics, 2003), 216 pages.&lt;/p&gt;

&lt;p&gt;Kevin J. Anderson (ed.), &lt;em&gt;Tales from the Mos Eisley Cantina&lt;/em&gt; (New York: Spectra, 1995), 416 pages.&lt;/p&gt;

&lt;p&gt;Joss Whedon, &lt;em&gt;The Long Way Home &lt;/em&gt;(New York: Dark Horse, 2007), 136 pages.&lt;/p&gt;

&lt;p&gt;All additional readings will be provided through the Blackboard site for the class.&lt;/p&gt;

&lt;p&gt;&lt;u&gt;Grading and Assignments:&lt;/u&gt;&lt;/p&gt;

&lt;p&gt;Commercial Extension Paper: 20 percent&lt;br /&gt;
Grassroots Extension Paper: 20 percent&lt;br /&gt;
Final Project - Franchise Development Project: 40 percent&lt;br /&gt;
Class Forums: 20 percent&lt;/p&gt;

&lt;p&gt;In order to fully understand how transmedia entertainment works, students will be expected to immerse themselves into at least one major media franchise for the duration of the term. You should consume as many different instantiations (official and unofficial) of this franchise as you can and try to get an understanding of what each part contributes to the series as a whole.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;COMMERCIAL EXTENSION PAPER&lt;/strong&gt;: For the first paper, you will be asked to write a 5-7 page essay examining one commercially produced media extension (comic, website, game, mobisode, amusement park attraction, etc.). You should try to address such issues as its relationship to the story world, its strategies for expanding the narrative, its deployment of the distinctive properties of its platform, its targeted audience, and its cultural attractors/activators. (Due Sept. 23)(20 Percent)&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;GRASSROOTS EXTENSION PAPER&lt;/strong&gt;: For the second paper, you will be asked to write a 5-7 page essay examining a fan-made extension (fan fiction, discussion list, video, etc.) and try to understand where the audience has sought to attach themselves to the franchise, what they add to the story world, how they respond to or route around the invitational strategies of the series, and how they reshape our understanding of the characters, plot or world of the original franchise. (Due Nov. 18) (20 Percent)&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;FINAL PROJECT - FRANCHISE DEVELOPMENT PROJECT&lt;/strong&gt;: Students will be organized into teams, which for the purpose of this exercise will function as transmedia companies. You should select a media property (a film, television series, comic book, novel, etc.) that you feel has the potential to become a successful transmedia franchise. In most cases, you will be looking for a property that has not yet added media extensions, though you could also look at a property that you feel has been mishandled in the past.  By the end of the term, your team will be "pitching" this property. The pitch should include a briefing book that describes: &lt;/p&gt;

&lt;ol&gt;&lt;li&gt;the core defining properties of the property&lt;/li&gt;
&lt;li&gt;a description of the intended audience(s)&lt;/li&gt;
&lt;li&gt;a discussion of the specific plans for each media platform you are going to deploy&lt;/li&gt;
&lt;li&gt;an overall description for how you will seek to integrate the different media platforms to create a coherent world&lt;/li&gt;
&lt;li&gt;a business plan which includes likely costs and revenue and the time table for rolling out the various media elements&lt;/li&gt;
&lt;li&gt;parallel examples of other properties which have deployed the strategies being described&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;The pitch itself will be a 20 minute group presentation, followed by 10 minutes of questioning. The presentation should give us a "taste" of what the property is like as well as to lay out some of the key elements that are identified in the briefing book. For an example of what these pitches might look like, watch the materials assembled at &lt;a href="http:///www.educationarcade.org/SiDA/videos"&gt;http://www.educationarcade.org/SiDA/videos&lt;/a&gt;, which shows how a similar activity was conducted at MIT. Each member of the team will be expected to develop expertise around a specific media platform as well as to contribute to the over-all strategies for spreading the property across media systems. The group will select its own team leader who will be responsible for contacts with the instructor and will coordinate the presentation. The team leader will be asked to provide feedback on what each team member contributed to the effort, while team members will be asked to provide an evaluation of how the team leader performed. Team Members will check in with the instructor on Week Ten and Week Fourteen to review their progress on the assignment. Presentation (Dec.7, 9) Briefing Book (Dec. 14) (40 Percent) &lt;/p&gt;

&lt;p&gt;&lt;strong&gt;CLASS FORUM&lt;/strong&gt;: For each class session, students will be asked to contribute a substantive question or comments via the class forum on BlackBoard. Comments should reflect an understanding of the readings for that day as well as an attempt to formulate an issue that we can explore through class discussions or with the visiting speakers. (20 Percent)&lt;/p&gt;

&lt;p&gt;&lt;u&gt;Class Schedule:&lt;/u&gt;&lt;/p&gt;

&lt;p&gt;*Guest Speakers are tentative, subject to availability. Shifts in speakers  and thus topics and readings may occur after the semester starts.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Part One: Foundations&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Week 1&lt;br /&gt;
&lt;strong&gt;August 24: Transmedia Storytelling 101&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Henry Jenkins, "Transmedia Storytelling 101" &lt;em&gt;Confessions of an Aca-Fan,&lt;/em&gt; &lt;a href="http://henryjenkins.org/2007/03/transmedia_storytelling_101.html"&gt;http://henryjenkins.org/2007/03/transmedia_storytelling_101.html&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Henry Jenkins, "Searching for the Origami Unicorn: &lt;em&gt;The Matrix&lt;/em&gt; and Transmeda Storytelling," &lt;em&gt;Convergence Culture: Where Old and New Media Collide&lt;/em&gt; (New York: New York University Press, 2006), pp. 93-130.&lt;/p&gt;

&lt;p&gt;Geoff Long, "What Is Transmedia Storytelling", &lt;em&gt;&lt;a href="http://cms.mit.edu/research/theses"&gt;Transmedia Storytelling: Business, Aesthetics and Production at the Jim Henson Company&lt;/a&gt;&lt;/em&gt;, http://cms.mit.edu/research/theses.php, pp. 13-69.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;August 26 Intertextual Commodities?&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;P. David Marshall, "The New Intertextual Commodity" in Dan Harries (ed.) &lt;em&gt;The New Media Book&lt;/em&gt; (London: BFI, 2002), pp. 69-81.&lt;/p&gt;

&lt;p&gt;Derek Johnson, "Intelligent Design or Godless Universe? The Creative Challenges of World Building and Franchise Development," &lt;em&gt;Franchising Media Worlds: Content Networks and The Collaborative Production of Culture,&lt;/em&gt; PhD Dissertation, University of Wisconsin-Madison, 2009. pp.170-279.&lt;/p&gt;

&lt;p&gt;Watch: &lt;em&gt;&lt;a href="http://www.scifi.com/battlestar/webisodes/"&gt;Battlestar Galactica: The Face of the Enemy&lt;/a&gt; &lt;/em&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Week 2&lt;br /&gt;
August 31: Media Mix in Japan&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Anne Allison, "Pokemon: Getting Monsters and Communicating Capitalism," &lt;em&gt;Millennial Monsters: Japanese Toys and the Global Imagination&lt;/em&gt; (Berkeley: University of California Press, 2006), pp. 192-233.&lt;/p&gt;

&lt;p&gt;David Buckingham and Julian Sefton-Green, "Structure, Agency and Pedagogy in Children's Media Culture" In Joseph Tobin (ed.) &lt;em&gt;Pikachu's Global Adventure: The Rise and Fall of Pokemon &lt;/em&gt;(Durham: Duke University Press, 2004), pp. 12-33.&lt;/p&gt;

&lt;p&gt;Mizuko Ito, "Gender Dynamics of the Japanese Media Mix," &lt;em&gt;Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming&lt;/em&gt; (Cambridge, MIT, 2008), pp. 97-110.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;September 2: Toys and Tales&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Jeff Gomez, "Creating Blockbuster Worlds" (unpublished)&lt;/p&gt;

&lt;p&gt;Henry Jenkins, "Talking Transmedia: An Interview with Starlight Runner's Jeff Gomez," &lt;em&gt;Confessions of an Aca-Fan&lt;/em&gt;, &lt;a href="http://www.henryjenkins.org/2008/05/an_interview_with_starlight_ru.html"&gt;http://www.henryjenkins.org/2008/05/an_interview_with_starlight_ru.html&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Mark Federman, "What is the Meaning of the Medium is the Message," &lt;a href="http:///individual.utoronto.ca/markfederman/article_mediumisthemessage.htm
"&gt;http://individual.utoronto.ca/markfederman/article_mediumisthemessage.htm
&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Guest Speakers:&lt;br /&gt;
Jeff Gomez, Starlight Runner&lt;br /&gt;
Jordan Greenhill, DivX&lt;/p&gt;

&lt;p&gt;Week 3&lt;br /&gt;
September 7 is the Labor Day holiday&lt;br /&gt;
&lt;strong&gt;September 9: Transmedia Branding&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Faris Yacob, "I Believe Children are the Future," &lt;a href="http://www.slideshare.net/NigelG/ipa-thesis-i-believe-the-children-are-our-future"&gt;http://www.slideshare.net/NigelG/ipa-thesis-i-believe-the-children-are-our-future&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Henry Jenkins, "How Transmedia Storytelling Begat Transmedia Planning...", &lt;em&gt;Confessions of an Aca-Fan&lt;/em&gt;, &lt;a href="http://henryjenkins.org/2006/12/how_transmedia_storytelling_be.html"&gt;http://henryjenkins.org/2006/12/how_transmedia_storytelling_be.html&lt;/a&gt;
&lt;a href="http://henryjenkins.org/2006/12/how_transmedia_storytelling_be_1.html"&gt;http://henryjenkins.org/2006/12/how_transmedia_storytelling_be_1.html&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Guest Speaker: Faris Yacob, McCann Erickson New York&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Week 4&lt;br /&gt;
September 14 Heroes and Alchemists: The New Storytelling&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;em&gt;The 9th Wonders&lt;/em&gt;, Chapters 1-9 &lt;a href="http://www.nbc.com/Heroes/novels/novels_library.shtml?novel=9"&gt;http://www.nbc.com/Heroes/novels/novels_library.shtml?novel=9&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Henry Jenkins, "We Had So Many Stories to Tell': The &lt;em&gt;Heroes&lt;/em&gt; Comics as Transmedia Storytelling," &lt;em&gt;Confessions of an Aca-Fan&lt;/em&gt;, &lt;a href="http://henryjenkins.org/2007/12/we_had_so_many_stories_to_tell.html"&gt;http://henryjenkins.org/2007/12/we_had_so_many_stories_to_tell.html&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Carolyn Handler Miller, &lt;em&gt;Digital Storytelling: A Creator's Guide to Interactive Entertainment &lt;/em&gt;(Amsterdam: Focal Press, 2006), "Using a Transmedia Approach", pp. 149-164 (Rec.)&lt;/p&gt;

&lt;p&gt;Guest Speakers: Mauricio Mota, Mark Warshaw, Here Come the Alchemists&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;
Part Two: Narrative Structures&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;September 16: Seriality&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Angela Ndalianis, &lt;em&gt;Neo-Baroque Aesthetics and Contemporary Entertainment &lt;/em&gt;(Cambridge: MIT Press, 2004), "Polycentrism and Seriality: (Neo-)Baroque Narrative Formation," pp. 31-70.&lt;/p&gt;

&lt;p&gt;Jason Mittell, "All in the Game: &lt;em&gt;The Wire&lt;/em&gt;, Serial Storytelling and Procedural Logic" (Harrington and Wardrip-Fruin, pp. 429-438.&lt;/p&gt;

&lt;p&gt;Watch: &lt;em&gt;The Wire &lt;/em&gt;
http://&lt;a href="http://www.amazon.com/Wire-Complete-Fourth-Season/dp/B000QXDJLI/ref=pd_bbs_sr_1?ie=UTF8&amp;s=dvd&amp;qid=1197321529&amp;sr=8-1
"&gt;www.amazon.com/Wire-Complete-Fourth-Season/dp/B000QXDJLI/ref=pd_bbs_sr_1?ie=UTF8&amp;s=dvd&amp;qid=1197321529&amp;sr=8-1&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;"Young Prop Joe"&lt;br /&gt;
"Bunk and McNulty"&lt;br /&gt;
"Young Omar"&lt;/p&gt;

&lt;p&gt;Jennifer Haywood, &lt;em&gt;Consuming Pleasures: Active Audiences and Serial Fictions from Dickens to Soap Opera&lt;/em&gt; (University of Kentucky Press, 1997), "Mutual Friends: The Development of the Mass Serial," pp. 21-51. (rec)&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Week 5 
September 21: Soaps Go Transmedia&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Sharon Marie Ross, "Managing Millennials: Teen Expectations of Tele-Participation," &lt;em&gt;Beyond the Box: Television and the Internet &lt;/em&gt;(London: Blackwell, 2008), pp. 124-172.&lt;/p&gt;

&lt;p&gt;Sam Ford, "From &lt;em&gt;Oakdale Confidential&lt;/em&gt; to &lt;em&gt;L.A. Diaries&lt;/em&gt;: Transmedia Storytelling for ATWT,"&lt;em&gt; &lt;a href="http://cms.mit.edu/research/theses/SamFord2007.pdf"&gt;As the World Turns in a Convergence Culture&lt;/a&gt;&lt;/em&gt; (Master's Thesis), pp. 141-162.&lt;/p&gt;

&lt;p&gt;Louisa Stein, "Playing Dress Up: Digital Fashion and Game Extensions of Televisual Experience in &lt;em&gt;Gossip Girl&lt;/em&gt;'s Second Life," &lt;em&gt;Cinema Journal&lt;/em&gt;, pp. 116-122.&lt;/p&gt;

&lt;p&gt;Watch: &lt;em&gt;Gossip Girl: Tales From the Upper East Side &lt;/em&gt;
&lt;a href="http://www.cwtv.com/thecw/gossip-girl-tales-from-the-upper-east-side"&gt;http://www.cwtv.com/thecw/gossip-girl-tales-from-the-upper-east-side&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;em&gt;LA Diaries &lt;/em&gt; 
&lt;a href="http://www.cbs.com/daytime/specials/la_diaries/episodes.php"&gt;http://www.cbs.com/daytime/specials/la_diaries/episodes.php&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;September 23: Creating Alternate Realities &lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Christy Dena, "Emerging Participatory Culture Practices: Player-Created Tiers in Alternate Reality Games," &lt;em&gt;Convergence&lt;/em&gt;, February 2008, pp. 41-58.&lt;/p&gt;

&lt;p&gt;Jane McGonigal, Why I Love Bees: A Case Study in Collective Intelligence Gaming." &lt;em&gt;Ecologies of Play&lt;/em&gt;. Ed. Katie Salen. (Cambridge: MIT Press, 2008), pp. 199-228. &lt;a href="http://www.mitpressjournals.org/doi/pdfplus/10.1162/dmal.9780262693646.199"&gt;http://www.mitpressjournals.org/doi/pdfplus/10.1162/dmal.9780262693646.199&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Dave Szulborski, "Puppetmastering: Creating a Game" and "Puppetmastering: Running a Game,"&lt;em&gt;This Is Not A Game: A Guide to Alternate Reality Gaming &lt;/em&gt;(New York: New Fiction, 2005), pp. 207-284.&lt;/p&gt;

&lt;p&gt;Guest Speaker: Evan Jones, Stitch Media&lt;/p&gt;

&lt;p&gt;COMMERCIAL EXTENSION PROJECT DUE&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Week 6&lt;br /&gt;
September 28: Speaking of Serials&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Kim Deitch, &lt;em&gt;Alias the Cat &lt;/em&gt;(New York: Pantheon, 2007) (Required Book)&lt;/p&gt;

&lt;p&gt;David Kalat, "The Long Arm of Fantomas" (Harrington and Wardrip-Fruin), pp. 211-225.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;September 30: The Unfolding Text&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Neil Perryman, "&lt;em&gt;Doctor Who&lt;/em&gt; and the Convergence of Media: A Case Study in Transmedia Storytelling," &lt;em&gt;Convergence&lt;/em&gt;, February 2008, pp. 21-40.&lt;/p&gt;

&lt;p&gt;Lance Perkin,"Truths Universally Acknowledged: How the 'Rules' of &lt;em&gt;Doctor Who &lt;/em&gt;Affect the Writing," (Harrington and Wardrip-Fruin), pp. 13-24.&lt;/p&gt;

&lt;p&gt;Matt Hills, "Absent Epic, Implied Story Arcs, and Variations on a Narrative Theme: &lt;em&gt;Doctor Who &lt;/em&gt;(2005) as Cult/Mainstream TV," (Harrington and Wardrip-Fruin), pp. 333-343.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Part Three: World-Building&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Week 7
October 5: Migratory Characters&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;William Uricchio and Roberta E. Pearson, "I'm Not Fooled By That Cheap Disguise," in Roberta E. Pearson, &lt;em&gt;The Many Lives of the Batman: Critical Approaches to A Superhero and His Media&lt;/em&gt; (New York: Routledge, 1991), pp. 182-213.&lt;/p&gt;

&lt;p&gt;Will Brooker, "Establishing the Brand: Year One," &lt;em&gt;Batman Unmasked: Analyzing a Cultural Icon&lt;/em&gt; (London: Continuium, 2001), pp. 36-67.&lt;/p&gt;

&lt;p&gt;Bob Kane, "The Legend of the Batman" (1938) and Bob Kane, "The Origins of the Batman," (1948) in Dennis O'Neil (ed.) &lt;em&gt;The Secret Origins of the DC Superheroes&lt;/em&gt; (New York: DC, 1976), pp. 36-50.&lt;/p&gt;

&lt;p&gt;Bob Kane, "The First Batman" (1956) and Dennis O'Neil, "There Is No Hope in Crime Alley," (1978) &lt;em&gt;The Greatest Batman Stories Ever Told &lt;/em&gt;(New York: DC, 1988).&lt;/p&gt;

&lt;p&gt;Guest Speaker: Geoffrey Long, GAMBIT&lt;/p&gt;

&lt;p&gt;&lt;strong&gt; October 7: World Building in Comics&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Matthew J. Pustz, &lt;em&gt;Comic Book Culture: Fanboys and True Believers &lt;/em&gt;(Jackson: University of Mississippi Press, 1999), pp. 129-133.&lt;/p&gt;

&lt;p&gt;Jason Bainbridge, "Worlds Within Worlds: The Role of Superheroes in the Marvel and DC Universe," Angela Ndalianis (ed.), &lt;em&gt;The Contemporary Comic Book Superhero &lt;/em&gt;(New York: Routledge, 2008) pp. 64-85.&lt;/p&gt;

&lt;p&gt;Sam Ford and Henry Jenkins, "Managing Multiplicity in Superhero Comics," (Harrington and Wardrip-Fruin), pp. 303-313.&lt;/p&gt;

&lt;p&gt;Kurt Busiek and Alex Ross, &lt;em&gt;Marvels&lt;/em&gt; (New York: Marvel Comics, 1993) (Required Book)&lt;/p&gt;

&lt;p&gt;Alec Austin, "Hybrid Expectations,  &lt;a href="http://cms.mit.edu/research/theses/AlecAustin2007.pdf"&gt;&lt;em&gt;Expectations Across Media, &lt;/em&gt;&lt;/a&gt;CMS Thesis, pp. 97-127. &lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Week 8&lt;br /&gt;
October 12: Who Watches the Watchman?&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Stuart Moulthrop, "See the Strings: &lt;em&gt;Watchmen &lt;/em&gt;and the Under-Language of Media" (Harrington and Wardrip-Fruin), pp. 287-303.&lt;/p&gt;

&lt;p&gt;Watch: 
&lt;em&gt;NBS Nightly News With Ted Philips&lt;/em&gt; &lt;a href="http://www.youtube.com/watch?v=nd5cInmK6LQ&amp;playnext_from=PL&amp;feature=PlayList&amp;p=878F6464EEBE32F9&amp;index=10"&gt;http://www.youtube.com/watch?v=nd5cInmK6LQ&amp;playnext_from=PL&amp;feature=PlayList&amp;p=878F6464EEBE32F9&amp;index=10&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;em&gt;The Keene Act and YOU&lt;/em&gt; &lt;a href="http://www.youtube.com/watch?v=qkWGZ1G7TAE&amp;playnext_from=PL&amp;feature=PlayList&amp;p=878F6464EEBE32"&gt;http://www.youtube.com/watch?v=qkWGZ1G7TAE&amp;playnext_from=PL&amp;feature=PlayList&amp;p=878F6464EEBE32&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;em&gt;Saturday Morning Watchmen &lt;/em&gt;
&lt;a href="http://www.youtube.com/watch?v=YDDHHrt6l4w"&gt;http://www.youtube.com/watch?v=YDDHHrt6l4w&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Guest Speaker: Alex McDowell, Production Designer, &lt;em&gt;Watchmen&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;October 14: World Building in Science Fiction&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Walter Jon Williams, "In What Universe?" (Harrington and Wardrip-Fruin), pp. 25-32.&lt;/p&gt;

&lt;p&gt;George R.R. Martin, "On the &lt;em&gt;Wild Cards&lt;/em&gt; Novels," in Pat Harrington and Wardrip-Fruin (eds.) &lt;em&gt;Second Person:  Role-Playing and Story in Games and Playable Media &lt;/em&gt;(Cambridge: MIT Press, 2007).&lt;/p&gt;

&lt;p&gt;Cordwainer Smith, "The Dead Lady of Clown Town," and "The Ballad of Lost C'mell,"  J. J. Pierce (ed.) &lt;em&gt;The Best of Cordwainer Smith&lt;/em&gt; (New York: Del Rey, 1975), pp. 124-209, pp. 315-337.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Week 9&lt;br /&gt;
October 19: Launching a New World&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;David Lavery, "&lt;em&gt;Lost &lt;/em&gt;and Long-Form Television Narrative" (Harrington and Wardrip-Fruin), 
pp. 313-323.&lt;/p&gt;

&lt;p&gt;Guest Speaker: Jesse Alexander, Executive Producer, &lt;em&gt;Year One&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;October 21: Transmedia and Social Change&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;TBA&lt;/p&gt;

&lt;p&gt;Guest Speaker: Bram Pitoyo, Wild Alchemy&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Part Four:  Audiences&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Week 10&lt;br /&gt;
October 26: The Logic of Engagement&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Ivan Askwith, "The Expanded Television Text, "Five Logics of Engagement,"; "&lt;em&gt;Lost&lt;/em&gt; at Televisions' Crossroads," &lt;em&gt;&lt;a href="http://cms.mit.edu/research/theses/IvanAskwith2007.pdf"&gt;Television  2.0: Reconceptualizing TV as an Engagement Medium&lt;/em&gt;, CMS thesis, &lt;/a&gt;pp. 51-150.&lt;/p&gt;

&lt;p&gt;Guest Speaker: Ivan Askwith, Big Spaceship&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;October 28:&lt;br /&gt;
Expanding the Audience&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Kim Moses and Ian Sander, selections from &lt;em&gt;Ghost Whisperer: The Spirit Guide&lt;/em&gt; (New York: Titan Books, 2008).&lt;/p&gt;

&lt;p&gt;Guest Speaker: Kim Moses, Executive Producer, &lt;em&gt;The Ghost Whisperer&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Week 11&lt;br /&gt;
November 2: Fan Productivity&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Jesse Walker, "Remixing Television: Francesca Coppa on the Vidding Underground," &lt;em&gt;Reason&lt;/em&gt;, August/September 2008, &lt;a href="http://www.reason.com/news/show/127432.html"&gt;http://www.reason.com/news/show/127432.html&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Francesca Coppa, "Women, &lt;em&gt;Star Trek&lt;/em&gt;, and the Early Development of Fannish Vidding," &lt;em&gt;Transformative Works and Cultures&lt;/em&gt; (2008), &lt;a href="http://journal.transformativeworks.org/index.php/twc/article/view/44/64"&gt;http://journal.transformativeworks.org/index.php/twc/article/view/44/64
&lt;/a&gt;
Bud Caddell, "Becoming a Mad-Man," &lt;a href="http://drop.io/becomingamadman"&gt;http://drop.io/becomingamadman&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;November 4: The Encyclopedic Impulse&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Janet Murray, "Digital Environments are Encyclopedic," &lt;em&gt;Hamlet on the Holodeck: The Future of Narrative in Cyberspace&lt;/em&gt; (Cambridge: MIT Press, 1997), pp. 83-90.&lt;/p&gt;

&lt;p&gt;Bob Rehak, "That Which Survives: &lt;em&gt;Star Trek&lt;/em&gt;'s Design Network in Fandom and Franchise" (Unpublished), pp. 2-79.&lt;/p&gt;

&lt;p&gt;Robert V. Kozinets, "Inno-Tribes: &lt;em&gt;Star Trek&lt;/em&gt; as Wikimedia" &lt;em&gt;Consumer Tribes &lt;/em&gt;(London: Butterworth-Heinemann, 2007), pp. 194-209.&lt;/p&gt;

&lt;p&gt;Watch: &lt;br /&gt;
&lt;em&gt;Star Trek: Phase II "In Harms Way" &lt;/em&gt;
&lt;a href="http://www.startreknewvoyages.com/episodes.html
"&gt;http://www.startreknewvoyages.com/episodes.html&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Week 12&lt;br /&gt;
November 9: The Power of Details&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Kristin Thompson, "Not Your Father's Tolkien" and "Interactive Middle Earth," &lt;em&gt;The Frodo Franchise: The Lord of the Rings and Modern Hollywood&lt;/em&gt; (Berkeley: University of California Press, 2007), pp.53-74, p. 224-256&lt;/p&gt;

&lt;p&gt;C.S. Lewis, "On Stories," &lt;em&gt;Of Other Worlds: Essays and Stories &lt;/em&gt;(New York: Harvest, 2002), pp. 3-21.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;November 11: Ephemeral Fascinations&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Michael Bonesteel, "Henry Darger's Search for the Grail in the Guise of a Celesttial Child" (Harrington and Wardrip-Fruin), pp. 253-267.&lt;/p&gt;

&lt;p&gt;Amelie Hastie, "The Collector: Material Histories, Colleen Moore's Dollhouse, and Ephemeral Recollection," &lt;em&gt;Cupboards of Curiosity: Women, Recollection, and Film History&lt;/em&gt; (Durham: Duke University Press, 2007), pp. 19-72.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Week 13&lt;br /&gt;
November 16 Independent Horrors&lt;/strong&gt;
 James Castonguay, "The Political Economy of the Indie Blockbuster: Fandom, Intermediality, and The Blair Witch Project," in Sarah L. Higley and Jeffrey Andrew Weinstock (eds.) &lt;em&gt;Nothing That Is: Milllennial Cinema and the Blair Witch Controversies&lt;/em&gt; (Detroit: Wayne State University, 2004), pp. 65-86.&lt;/p&gt;

&lt;p&gt;&lt;em&gt;The Blair Witch Project&lt;/em&gt; Website &lt;a href="http://www.blairwitch.com/"&gt;http://www.blairwitch.com/&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;em&gt;Head Trauma&lt;/em&gt; Website &lt;a href="http:///www.headtraumamovie.com/"&gt; http://www.headtraumamovie.com/&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Guest Speaker: Lance Weiller, &lt;em&gt;Head Trauma&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Part Five: Tracing the History of Transmedia&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;November 18:  Before the Rainbow&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Neil Harris, "The Operational Aesthetic," &lt;em&gt;Humbug: The Art of P.T. Barnum&lt;/em&gt; (Chicago: University of Chicago Press, 1973), pp. 59-90.&lt;/p&gt;

&lt;p&gt;Mark Evan Swartz, "A Novel Enchantment," &lt;em&gt;Before the Rainbow: L. Frank Baum's The Wonderful Wizard of Oz on Stage and Screen to 1939 (&lt;/em&gt;Baltimore: Johns Hopkins University Press, 2000), pp. 161-172.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Week 14&lt;br /&gt;
November 23: What Uncle Walt Taught Us&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;J.P. Telotte, &lt;em&gt;Disney TV&lt;/em&gt; (Detroit: Wayne State, 2004), pp. 1-91.&lt;/p&gt;

&lt;p&gt;Karal Ann Marling, "Imagineering the Disney Theme Parks," in Karal Ann Marling (ed.) &lt;em&gt;Designing Disney's Theme Parks: The Architecture of Reassurance &lt;/em&gt;(Montreal: Centre Canadian d'Architecture, 1997), pp. 29-178. (Rec.)&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;November 25: Franchises and Attractions&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Henry Jenkins, "The Pleasure of &lt;em&gt;Pirates &lt;/em&gt;And What It Tells Us About World Building in Branded Entertainment", &lt;em&gt;Confessions of an Aca-Fan,&lt;/em&gt; &lt;a href="http://henryjenkins.org/2007/06/forced_simplicity_and_the_crit.html"&gt;http://henryjenkins.org/2007/06/forced_simplicity_and_the_crit.html&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Don Carson, "Environmental Storytelling: Creating Immersive 3D Worlds Using Lessons Learned from the Theme Park industry," &lt;em&gt;Gamasutra&lt;/em&gt;,&lt;a href="http://www.gamasutra.com/features/20000301/carson_pfv.htm"&gt; http://www.gamasutra.com/features/20000301/carson_pfv.htm
&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Week 15&lt;br /&gt;
November 30: Lessons From Lucas&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Jonathon Gray, "Learning to Use the Force: &lt;em&gt;Star Wars&lt;/em&gt; Toys and Their Films," &lt;em&gt;Show Sold Separately&lt;/em&gt; (Forthcoming), pp. 232-247.&lt;/p&gt;

&lt;p&gt;Will Brooker, &lt;em&gt;Using the Force: Creativity, Community and Star Wars Fans&lt;/em&gt; (New York: Continuum, 2002), "The Fan Betrayed," pp. 79-99, "Canon," pp. 101-114.&lt;/p&gt;

&lt;p&gt;Kevin J. Anderson (ed.), &lt;em&gt;Tales from the Mos Eisley Cantina&lt;/em&gt; (New York: Spectra, 1995) (Required Book)&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;December 2: Across the Whedonverse&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Tanya Krzywinska, "Arachne Challenges Minerva: The Spinning Out of Long Narrative in &lt;em&gt;World of Warcraft&lt;/em&gt; and &lt;em&gt;Buffy the Vampire Slayer&lt;/em&gt;" (Harrington and Wardrip-Fruin), pp. 385-399.&lt;/p&gt;

&lt;p&gt;Joss Whedon, &lt;em&gt;The Long Way Home&lt;/em&gt; (New York: Dark Horse, 2007) (Required Book)&lt;/p&gt;

&lt;p&gt;Watch: &lt;br /&gt;
&lt;em&gt;Dr. Horrible's Sing-Along Blog &lt;/em&gt;
&lt;a href="http:///www.hulu.com/watch/28343/dr-horribles-sing-along-blog"&gt;http://www.hulu.com/watch/28343/dr-horribles-sing-along-blog
&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;December 7  Student Presentations&lt;/p&gt;

&lt;p&gt;December 9 Student Presentations&lt;/strong&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/geoffreylong/anXu/~4/iMpCuVPqhYg" height="1" width="1"/&gt;</description>
            <link>http://feedproxy.google.com/~r/geoffreylong/anXu/~3/iMpCuVPqhYg/transmedia-storytelling-and-en.php</link>
            <guid isPermaLink="false">http://www.geoffreylong.com/journal/2009/08/transmedia-storytelling-and-en.php</guid>
            
                <category domain="http://www.sixapart.com/ns/types#category">Cross-Platform Distribution</category>
            
                <category domain="http://www.sixapart.com/ns/types#category">Geoffrey Long</category>
            
                <category domain="http://www.sixapart.com/ns/types#category">Henry Jenkins</category>
            
                <category domain="http://www.sixapart.com/ns/types#category">Transmedia</category>
            
            
            <pubDate>Fri, 28 Aug 2009 17:09:28 -0500</pubDate>
        <feedburner:origLink>http://www.geoffreylong.com/journal/2009/08/transmedia-storytelling-and-en.php</feedburner:origLink></item>
        
        <item>
            <title>Announcing our Summer 2009 games!</title>
            <description>&lt;div class="entry-illustration"&gt;&lt;a href="http://gambit.mit.edu/images/gambit_09_allstars_huge.jpg" target="blank"&gt;&lt;img src="http://gambit.mit.edu/images/gambit_09_allstars.jpg" border="0" alt="GAMBIT 2009 All-Stars" width="252" height="357"&gt;&lt;/a&gt;&lt;/div&gt;
After several long, glorious months of chaos, code and camaraderie, GAMBIT is proud to unveil our &lt;a href="http://gambit.mit.edu/loadgame/prototypes_2009.php"&gt;&lt;strong&gt;Summer 2009 GAMBIT Prototypes&lt;/strong&gt;&lt;/a&gt;!  This year we've highlighted the research questions for each of our games so our players get a greater idea of the thinking behind each project &amp;#150; and there's some genuinely amazing research in these games.  For example:

&lt;ul&gt;
&lt;li&gt;&lt;i&gt;&lt;a href="http://gambit.mit.edu/abandon"&gt;Abandon&lt;/a&gt;&lt;/i&gt; uses some new automated rigging software to fill the screen with animated objects&lt;/li&gt;
&lt;li&gt;&lt;i&gt;&lt;a href="http://gambit.mit.edu/camaquen"&gt;Camaquen&lt;/a&gt;&lt;/i&gt; explores new interfaces for affecting character conversation in games&lt;/li&gt;
&lt;li&gt;&lt;i&gt;&lt;a href="http://gambit.mit.edu/dearth"&gt;Dearth&lt;/a&gt;&lt;/i&gt; examines how to create AI-controlled sidekicks automatically&lt;/li&gt;
&lt;li&gt;&lt;i&gt;&lt;a href="http://gambit.mit.edu/pierre"&gt;Pierre: Insanity Inspired&lt;/a&gt;&lt;/i&gt; looks at how players deal with failure&lt;/li&gt;
&lt;li&gt;&lt;i&gt;&lt;a href="http://gambit.mit.edu/shadowshoppe"&gt;Shadow Shoppe&lt;/a&gt;&lt;/i&gt; examines the character attributes we assign to people based on only their silhouettes&lt;/li&gt;
&lt;li&gt;&lt;i&gt;&lt;a href="http://gambit.mit.edu/waker"&gt;Waker&lt;/a&gt;&lt;/i&gt; and &lt;i&gt;&lt;a href="http://gambit.mit.edu/woosh"&gt;Woosh&lt;/a&gt;&lt;/i&gt; are two educational games sharing the same mechanics but offering different experiences &amp;#150; story versus abstract &amp;#150; to examine how these experiences affect student engagement&lt;/li&gt;
&lt;/ul&gt;

Here's the rundown of all the summer 2009 GAMBIT prototypes!

&lt;h2&gt;Abandon&lt;/h2&gt;

&lt;div class="entry-illustration-wider"&gt;
	&lt;a href="http://gambit.mit.edu/loadgame/abandon_eula.php"&gt;&lt;img src="http://gambit.mit.edu/images/loadgame_abandon.jpg" alt="Abandon" width="200" height="160" border="0"&gt;&lt;/a&gt;&lt;br /&gt;
	&lt;a href="http://gambit.mit.edu/loadgame/abandon_eula.php"&gt;&lt;img src="http://gambit.mit.edu/images/download_now.jpg" alt="Download Now!" width="200" height="50" border="0"&gt;&lt;/a&gt;
&lt;/div&gt;

&lt;p&gt;&lt;strong&gt;&lt;a href="http://gambit.mit.edu/loadgame/abandon_eula.php"&gt;Abandon&lt;/a&gt;&lt;/strong&gt; is a game about running away.  Step into the shoes of a girl lost in a surreal dreamscape, and escape from the encroaching darkness before it consumes everything, including you.  Objects strewn about this dream world are brought to life by your light, but they seek only to bring darkness.  No place is safe.  Can you abandon these objects; can you abandon the night? Or are you the one who has been abandoned and left&amp;hellip; alone?&lt;/p&gt;

&lt;p&gt;&lt;em&gt;Abandon&lt;/em&gt; showcases a large array of animated objects.  The development team utilized experimental, automated rigging software to enable rapid creation of animated models.  The direction for the project was motivated by the desire to create a game featuring a large number of unique animated models, not normally feasible with a small team size and short development time frame. The team strived to create a world for the player where just about anything can come to life.&lt;/p&gt;

&lt;div align="right"&gt;&lt;a href="http://gambit.mit.edu/loadgame/abandon.php"&gt;&lt;b&gt;Requirements, Screenshots and More Information &amp;raquo;&lt;/b&gt;&lt;/a&gt;&lt;/div&gt;


&lt;h2&gt;Camaquen&lt;/h2&gt;

&lt;div class="entry-illustration-wider"&gt;
	&lt;a href="http://gambit.mit.edu/loadgame/summer2009/camaquen/camaquen_play.php"&gt;&lt;img src="http://gambit.mit.edu/images/loadgame_camaquen.jpg" alt="Camaquen" width="200" height="188" border="0"&gt;&lt;/a&gt;&lt;br /&gt;
	&lt;a href="http://gambit.mit.edu/loadgame/summer2009/camaquen/camaquen_play.php"&gt;&lt;img src="http://gambit.mit.edu/images/go_to_site.jpg" alt="Go to Website" width="200" height="50" border="0"&gt;&lt;/a&gt;
&lt;/div&gt;

&lt;p&gt;&lt;strong&gt;&lt;a href="http://gambit.mit.edu/loadgame/summer2009/camaquen/camaquen_play.php"&gt;Camaquen&lt;/a&gt;&lt;/strong&gt; is a casual puzzler in which players guide two characters through a heated argument. As part of a research project examining user interfaces for conversation in games, &lt;em&gt;Camaquen&lt;/em&gt; models the effect of emotions in dialogue, enabling players to affect the emotional dynamics of the conversation and thus affect the outcome of the characters&amp;rsquo; debate &amp;ndash; even though the script remains the same. The actions of the player interact with the personalities of the brothers to determine one of five different Fates.&lt;/p&gt;

&lt;p&gt;Players take on the role of Alux (&lt;em&gt;Ah-loosh&lt;/em&gt;), the guardian spirit of the Sacred Grove. When the Great King dies and his kingdom is split between his sons Ban Amaru (&lt;em&gt;Bahn A-mah-roo&lt;/em&gt;) and Huamanapu (&lt;em&gt;Wah-nam-a-pu)&lt;/em&gt;, the brothers begin to bicker over what to do with the Grove. Using Alux&amp;rsquo;s ability to command spirits of emotional energy (or &amp;quot;&lt;em&gt;camaquen&lt;/em&gt;&amp;quot;), players change the meaning behind their words and sway the two kings to their destiny. &lt;/p&gt;

&lt;p&gt;Does Huamanapu build his enormous stargazing tower, or does Ban Amaru move forward with his plans for a golden palace? And what happens to Alux when her Grove is transformed?&lt;/p&gt;

&lt;div align="right"&gt;&lt;a href="http://gambit.mit.edu/loadgame/camaquen.php"&gt;&lt;b&gt;Requirements, Screenshots and More Information &amp;raquo;&lt;/b&gt;&lt;/a&gt;&lt;/div&gt;


&lt;h2&gt;Dearth&lt;/h2&gt;

&lt;div class="entry-illustration-wider"&gt;
	&lt;a href="http://gambit.mit.edu/loadgame/summer2009/dearth/dearth_800x600.php"&gt;&lt;img src="http://gambit.mit.edu/images/loadgame_dearth.jpg" alt="Dearth" width="200" height="160" border="0"&gt;&lt;/a&gt;&lt;br /&gt;
	&lt;a href="http://gambit.mit.edu/loadgame/summer2009/dearth/dearth_800x600.php"&gt;&lt;img src="http://gambit.mit.edu/images/go_to_site.jpg" alt="Go to Website" width="200" height="50" border="0"&gt;&lt;/a&gt;
&lt;/div&gt;

&lt;p&gt;&lt;strong&gt;&lt;a href="http://gambit.mit.edu/loadgame/summer2009/dearth/dearth_800x600.php"&gt;Dearth&lt;/a&gt;&lt;/strong&gt; is an exciting co-operative  action-puzzler. The Tribal Lands have been suffering  through the worst drought in many lifetimes. Plant life is withering away, and people fear the approach of a great famine. Rumors spread of the awakening of  monstrous creatures who the ancestors warned would one day rise to drain the land and its people of their water. As the thirsty beasts emerge, worried  villagers turn to the Tribal Lands' two great shamans and ask them to restore the water to the land.&lt;/p&gt;

&lt;p&gt;Play as the tribal shamans. Force the mysterious water-sucking creatures to smash into each other,  allowing stolen water to gush from their engorged bodies and be returned to the land. Plan movements with your partner carefully or be ready to make  split-second decisions if things don't go according to plan. The future of the Tribal Lands will depend on how well you work together!&lt;/p&gt;

&lt;div align="right"&gt;&lt;a href="http://gambit.mit.edu/loadgame/dearth.php"&gt;&lt;b&gt;Requirements, Screenshots and More Information &amp;raquo;&lt;/b&gt;&lt;/a&gt;&lt;/div&gt;



&lt;h2&gt;Pierre: Insanity Inspired&lt;/h2&gt;

&lt;div class="entry-illustration-wider"&gt;
	&lt;a href="http://gambit.mit.edu/loadgame/summer2009/pierre/pierre_play.php"&gt;&lt;img src="http://gambit.mit.edu/images/loadgame_pierre.jpg" alt="Pierre: Insanity Inspired" width="200" height="160" border="0"&gt;&lt;/a&gt;&lt;br /&gt;
	&lt;a href="http://gambit.mit.edu/loadgame/summer2009/pierre/pierre_play.php"&gt;&lt;img src="http://gambit.mit.edu/images/go_to_site.jpg" alt="Go to Website" width="200" height="50" border="0"&gt;&lt;/a&gt;
&lt;/div&gt;

&lt;p&gt;Pierre is a cat.  Pierre is also an artist.&lt;/p&gt;

&lt;p&gt;On the verge of creating his greatest masterpiece, Pierre suddenly runs out of inspiration.  Undaunted, he sets out to recover his lost creativity - but the path to completing his magnum opus is treacherous and filled with both dangerous obstacles and equally dangerous critics.  Can he survive the challenge? Will Pierre finish his grand masterpiece? Who knows? The only thing certain is that Pierre is one strong-headed feline.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;&lt;a href="http://gambit.mit.edu/loadgame/summer2009/pierre/pierre_play.php"&gt;Pierre: Insanity Inspired&lt;/a&gt;&lt;/strong&gt; is a unique combination of action and puzzle-solving.  Players guide Pierre around a spinning circular platform to collect inspiring items, but only when they align with the right symbols!  Making matters worse, Pierre must dodge falling spiked balls and - like all great artists - contend with the critics' gentle encouragements or savage insults.&lt;/p&gt;

&lt;p&gt;Can you help Pierre finish his noble sculpture before he's driven completely insane?&lt;/p&gt;

&lt;div align="right"&gt;&lt;a href="http://gambit.mit.edu/loadgame/pierre.php"&gt;&lt;b&gt;Requirements, Screenshots and More Information &amp;raquo;&lt;/b&gt;&lt;/a&gt;&lt;/div&gt;

&lt;h2&gt;Shadow Shoppe&lt;/h2&gt;

&lt;div class="entry-illustration-wider"&gt;
	&lt;a href="http://gambit.mit.edu/loadgame/summer2009/shadowshoppe/shadowshoppe_form.php"&gt;&lt;img src="http://gambit.mit.edu/images/loadgame_shadowshoppe.jpg" alt="Shadow Shoppe" width="200" height="160" border="0"&gt;&lt;/a&gt;&lt;br /&gt;
	&lt;a href="http://gambit.mit.edu/loadgame/summer2009/shadowshoppe/shadowshoppe_form.php"&gt;&lt;img src="http://gambit.mit.edu/images/go_to_site.jpg" alt="Go to Website" width="200" height="50" border="0"&gt;&lt;/a&gt;
&lt;/div&gt;

&lt;p&gt;Welcome to the &lt;strong&gt;&lt;a href="http://gambit.mit.edu/loadgame/summer2009/shadowshoppe/shadowshoppe_form.php"&gt;Shadow Shoppe&lt;/a&gt;&lt;/strong&gt;, located in a small town where people have lost their shadows.&lt;/p&gt;
	
&lt;p&gt;As a temporary apprentice to the shadowmaker, your goal is to help create and return the shadows to your townspeople so that life can go back to the way it was.&lt;/p&gt;

&lt;p&gt;To create  complete shadows, you must pick the most suitable word out of those presented to you. When a customer request (or requests) comes in, these shadows are revealed again. This time round, you have to pick the shadow that  best suits the customer's description.&lt;/p&gt;

&lt;p&gt;Are you up for the challenge?&lt;/p&gt;

&lt;div align="right"&gt;&lt;a href="http://gambit.mit.edu/loadgame/shadowshoppe.php"&gt;&lt;b&gt;Requirements, Screenshots and More Information &amp;raquo;&lt;/b&gt;&lt;/a&gt;&lt;/div&gt;


&lt;h2&gt;Waker&lt;/h2&gt;

&lt;div class="entry-illustration-wider"&gt;
	&lt;a href="http://gambit.mit.edu/loadgame/summer2009/waker/waker_playgame.php"&gt;&lt;img src="http://gambit.mit.edu/images/loadgame_waker.jpg" alt="Waker" width="200" height="160"&gt;&lt;/a&gt;&lt;br /&gt;
	&lt;a href="http://gambit.mit.edu/loadgame/summer2009/waker/waker_playgame.php"&gt;&lt;img src="http://gambit.mit.edu/images/go_to_site.jpg" alt="Go to Website" width="200" height="50" border="0"&gt;&lt;/a&gt;
&lt;/div&gt;

&lt;p&gt;&lt;strong&gt;&lt;a href="http://gambit.mit.edu/loadgame/summer2009/waker/waker_playgame.php"&gt;Waker&lt;/a&gt;&lt;/strong&gt; is a puzzle/platform game set in the world of a child's broken dream.  As the Waker, the player uses both mind and reflexes to solve puzzles, creating platforms to form a safe path through the dream worlds.  Forming the paths, however, is the trick - it is up to the player to figure out how to create each path, and to manipulate the Waker and the world to travel safely through each level.  With dynamic obstacles and three difficulty modes, the game offers continuing challenges even for experienced players, while allowing beginners an easier path to the end. &lt;/p&gt;

&lt;p&gt;&lt;i&gt;Waker&lt;/i&gt; was developed in tandem with &lt;i&gt;&lt;a href="http://gambit.mit.edu/woosh"&gt;Woosh&lt;/a&gt;,&lt;/i&gt; its abstract variant.  &lt;i&gt;Waker&lt;/i&gt; offers the same gameplay as &lt;i&gt;Woosh,&lt;/i&gt; but also includes a rich narrative and a story that is reflected in its art and cutscenes. &lt;/p&gt;

&lt;p&gt;Come explore the world of dreams.  Will you awaken your dreamer, or leave her to drift forever?&lt;/p&gt;
						

&lt;div align="right"&gt;&lt;a href="http://gambit.mit.edu/loadgame/waker.php"&gt;&lt;b&gt;Requirements, Screenshots and More Information &amp;raquo;&lt;/b&gt;&lt;/a&gt;&lt;/div&gt;


&lt;h2&gt;Woosh&lt;/div&gt;

&lt;div class="entry-illustration-wider"&gt;
	&lt;a href="http://gambit.mit.edu/loadgame/summer2009/woosh/woosh_playgame.php"&gt;&lt;img src="http://gambit.mit.edu/images/loadgame_woosh.jpg" alt="Woosh" width="200" height="160" border="0"&gt;&lt;/a&gt;&lt;br /&gt;
	&lt;a href="http://gambit.mit.edu/loadgame/summer2009/woosh/woosh_playgame.php"&gt;&lt;img src="http://gambit.mit.edu/images/go_to_site.jpg" alt="Go to Website" width="200" height="50" border="0"&gt;&lt;/a&gt;
&lt;/div&gt;

&lt;p&gt;&lt;strong&gt;&lt;a href="http://gambit.mit.edu/loadgame/summer2009/woosh/woosh_playgame.php"&gt;Woosh&lt;/a&gt;&lt;/strong&gt; is a challenging puzzle/platform game that engages players in twelve levels of ever-increasing difficulty.  Using concepts from physics, players draw platforms to explore the abstract world of &lt;i&gt;Woosh&lt;/i&gt; and encounter dynamic obstacles and other challenges along the way.  &lt;i&gt;Woosh&lt;/i&gt; features three levels of difficulty: perfect for experienced platform players and more casual players alike.&lt;/p&gt;

&lt;p&gt;&lt;i&gt;Woosh&lt;/i&gt; was developed in tandem with &lt;i&gt;&lt;a href="http://gambit.mit.edu/waker"&gt;Waker&lt;/a&gt;,&lt;/i&gt; its narrative version. Both games are intended as educational games for middle and high school students (age 12 and up), to complement an introductory physics class.&lt;/p&gt;

&lt;p&gt;Do you have the wits, agility and finesse to play &lt;i&gt;Woosh?&lt;/i&gt;&lt;/p&gt;

&lt;div align="right"&gt;&lt;a href="http://gambit.mit.edu/loadgame/woosh.php"&gt;&lt;b&gt;Requirements, Screenshots and More Information &amp;raquo;&lt;/b&gt;&lt;/a&gt;&lt;/div&gt;


So what are you waiting for?  Get going!  Get downloading!  Get playing!  Let us know what you think &amp;#150; leave us a comment, email us, tweet about us, or post about us on your blogs and Facebook!  Check out the bios of the developers behind these games in &lt;a href="http://gambit.mit.edu/credits/developers_2009.php"&gt;Credits&lt;/a&gt; and be sure to check back here on our blog as we start posting their thoughts and postmortems!  But most of all, &lt;i&gt;have fun!&lt;/i&gt;&lt;img src="http://feeds.feedburner.com/~r/geoffreylong/anXu/~4/FFrVlRZd_3k" height="1" width="1"/&gt;</description>
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                <category domain="http://www.sixapart.com/ns/types#category">News</category>
            
            
            <pubDate>Thu, 27 Aug 2009 11:39:40 -0500</pubDate>
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        <item>
            <title>Boston to Brazil and Back.</title>
            <description>&lt;p&gt;This past weekend I was fortunate enough to join my friends &lt;a href="http://www.oalquimista.com/pages/mauricio"&gt;Maurício Mota&lt;/a&gt; and &lt;a href="http://www.oalquimista.com/pages/mark"&gt;Mark Warshaw&lt;/a&gt; of &lt;a href="http://www.oalquimista.com/"&gt;The Alchemists&lt;/a&gt; (also &lt;a href="http://www.thealchemists.com/"&gt;here&lt;/a&gt;) as an invited speaker at the &lt;a href="http://www.nave.org.br/2009/08/19/descolagem-fala-sobre-convergencia-e-vira-gadget-game-e-aplicativo/"&gt;Descolagem&lt;/a&gt; lecture series in Rio de Janeiro, Brazil.  Our hosts were Roberto "Beto" Largman and Marcia Oliveira, the founders of the Descolagem series and two genuinely warm and wonderful souls.  (For example, Beto and I had a really fantastic discussion about the &lt;i&gt;Spider-Man&lt;/i&gt; comics and films, video games and video game television shows, and the merits of various e-mail clients in the car on the way to the airport on Sunday, and I'm now coaxing him to come up for Futures of Entertainment 4 in November so we can continue the debate.)&lt;/p&gt;

&lt;p&gt;The event was positively brilliant.  The venue for the event was called Nave, or the Núcleo Avançado em Educaçáo - which was a public school that had been adopted by Oi Futuro, a division of one of Brazil's largest phone companies that is dedicated to the advancement of arts, education and culture.  Nave is the kind of school that I would have dreamed of attending, if I'd known such a thing were possible - walking in, I was struck by how much the place resembled a design studio or an arts gallery more than a school.  The space for the event inside of Nave was equally breathtaking: Beto and Marcia had arranged for a space about the size of a small indoor basketball court to be decorated with really impressive pixel art and dozens of LCD displays, with a digital campfire made up of about a dozen smaller displays arranged in a tower in the center of the floor.  Surrounding the campfire was about a hundred bright red beanbag chairs, with four bigger beanbag chairs set up on one side for the four of us speakers.  The result was the coolest classroom I'd ever seen, with multiple video cameras recording the event, casting us onto the LCD screens around the room so everyone had a good view, and streaming it online both into the overflow space in the lobby and across the Web into homes around the world.  When we first walked in, the screens were all displaying the same video footage playing on the campfire, so there was a brief and unsettling sensation of walking into a burning building, but then we settled into the beanbag chairs and we were off to the races.&lt;/p&gt;

&lt;div align="center"&gt;&lt;a href="http://www.flickr.com/photos/ealecrim/3854526474/"&gt;&lt;img src="http://www.geoffreylong.com/images/journal/me_at_descolagem.jpg" width="500" height="375" alt="Me at Descolagem" border="0"&gt;&lt;/a&gt;&lt;br /&gt;&lt;i&gt;Me at Descolagem, courtesy of Emerson Alecrim&lt;/i&gt;&lt;/div&gt;

&lt;p&gt;After Beto introduced us, Maurício kicked things off with a long, passionate description of the nature of transmedia storytelling, how he came to discover Henry Jenkins, C3 and our work, and how he saw transmedia storytelling having an impact on Brazil.  (Luckily, the hosts had given Mark and I headsets so the translators could give us the English versions of what Beto and Maurício were saying.)  After that, I was up, and I gave a revised version of my transmedia lecture, including a new section on how transmedia storytelling can be used in education.  This was an even more advanced version of the talk I gave at Carnegie-Mellon earlier this year, but I was in the weird position of having to go faster than anticipated (since we started late due to a technical glitch) but having to talk much slower than usual (to accommodate the unfortunate translator).  The results were a little more wobbly than I would have liked, but people seemed to have loved it and were excited by it, and that's what's important.  After I was done, Mark rounded out the show, telling tales of his experiences as a transmedia producer on &lt;i&gt;Heroes&lt;/i&gt; and &lt;i&gt;Smallville&lt;/i&gt; and giving the audience a taste of what The Alchemists are cooking up now.  We ran really late, but a bunch of people stuck around to talk with us afterwards and no one seemed particularly pissed, so, all things considered, I'd definitely call that talk a solid win.&lt;/p&gt;

&lt;p&gt;As for the rest of the trip, although the weather was mostly gray and rainy, Maurício proved himself as a terrific tour director.  He and his friend (and fellow Alchemist) Rafael showed Mark and I around town, pointing out sites both publicly interesting (the Christ, Sugarloaf) and privately important (the parts of the city where Maurício's family lived, fantastic places to eat and shop and walk).  We gave another presentation at one of C3's new partner companies that was also terrifically well received, we joined Maurício's sister and girlfriend at a late-night samba concert in the shadows of an ancient aqueduct that was mind-blowingly cool, and we ate an unbelievable amount of really, really great food.  (I'd always heard that Brazil has great beef, but I come from the middle of cow country in Ohio, so I always blew that off.  I can now say that, yes, Brazil has some &lt;i&gt;damn&lt;/i&gt; great beef.)  On Sunday the sun finally came out, so I got to spend a little time walking along the beach near our hotel in Ipanema, which was just down the street from Copacabana.  Those songs will never be quite the same to me again - they will now sound even better, now that I've seen these places for myself.  The beach was amazing, with enormous waves crashing in, islands and massive tanker ships off on the horizon, and the mountains wrapping around the edges of the bay.  Dozens of characters wandered the beach, including one guy who looked for all the world like he was ranting about the coming apocalypse in Portuguese while people practiced the apparently global standard reaction of ignoring him, and a group of four guys were playing a variant of volleyball that I can only guess was a form of futbol practice, since none of them were using their hands.  (Imagine a weird cross of soccer, volleyball and hacky-sack and you'll get the gist of it.)  As my last minutes in Brazil ticked away before I had to leave for the airport, I sat on the beach and watched the people, the mountains, the city and the waves.  I felt the cool breeze on my skin and the sun on my face and I chuckled about how blessed Maurício, Beto and Marcia were to live in a part of the world where &lt;i&gt;this&lt;/i&gt; was their winter.&lt;/p&gt;

&lt;p&gt;I finally arrived back in Boston yesterday morning, tired and glad to see my fiancée again, but also really happy.  Brazil was amazing, the Brazilians were wonderful to me, and I'm glad to have made so many great friends while down there.  I'll upload some photos to my Flickr account shortly and see what I can do about uploading my slides.  Meanwhile, you can see some photos of the event on Flickr by searching for &lt;a href="http://www.flickr.com/photos/tags/descolagem/"&gt;photos tagged with 'descolagem'&lt;/a&gt;, which will turn up things like &lt;a href="http://www.flickr.com/photos/ealecrim/sets/72157622010760755/"&gt;this terrific set by Emerson Alacrim&lt;/a&gt;; you can see what people have been tweeting about the event by searching for &lt;a href="http://twitter.com/#search?q=descolagem"&gt;#descolagem at Twitter&lt;/a&gt;; and I'm sure video clips will be popping up somewhere.  I also have a couple interesting things afoot, so hopefully I'll have some more interesting posts coming up here on this blog in the near future.  As always, stay tuned!&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/geoffreylong/anXu/~4/JaP4oW5GNt4" height="1" width="1"/&gt;</description>
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                <category domain="http://www.sixapart.com/ns/types#category">Academia</category>
            
                <category domain="http://www.sixapart.com/ns/types#category">Transmedia</category>
            
                <category domain="http://www.sixapart.com/ns/types#category">Travel</category>
            
            
                <category domain="http://www.sixapart.com/ns/types#tag">brazil descolagem transmedia</category>
            
            <pubDate>Tue, 25 Aug 2009 14:34:22 -0500</pubDate>
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        <item>
            <title>Get your name in INTERFICTIONS 2!</title>
            <description>&lt;p&gt;The window is closing for all interested parties to &lt;a href="http://www.interstitialarts.org/donate"&gt;get their names included&lt;/a&gt; in &lt;i&gt;Interfictions 2,&lt;/i&gt; the upcoming second anthology of interstitial fiction from &lt;a href="http://www.interstitialarts.org"&gt;The Interstitial Arts Foundation&lt;/a&gt;, which includes a foreword from none other than one &lt;a href="http://www.henryjenkins.org"&gt;Henry Jenkins&lt;/a&gt;.  Here's the official update from IAF funding goddess Erin Underwood:&lt;/p&gt;

&lt;blockquote&gt;The Interstitial Arts Foundation has extended the date to July 31, 2009 for
making your donation of $200 or more to get your name printed in the
Acknowledgements section of Interfictions 2. The deadline is only a couple
of days away, but it's not too late to make your gift.

&lt;p&gt;The easiest way to give is by visiting the IAF web site:&lt;br /&gt;
&lt;a href="http://www.interstitialarts.org"&gt;http://www.interstitialarts.org/donate&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Your support is very important to the IAF and to Interfictions 2. Thank you&lt;br /&gt;
for your help!&lt;/blockquote&gt;&lt;/p&gt;

&lt;p&gt;You heard the woman!  Go!  &lt;i&gt;Go!&lt;/i&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/geoffreylong/anXu/~4/9UN_VyBrlLA" height="1" width="1"/&gt;</description>
            <link>http://feedproxy.google.com/~r/geoffreylong/anXu/~3/9UN_VyBrlLA/get-your-name-in-interfictions.php</link>
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                <category domain="http://www.sixapart.com/ns/types#category">Interstitial Arts Foundation</category>
            
            
            <pubDate>Thu, 30 Jul 2009 13:46:41 -0500</pubDate>
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            <title>The Future of Publishing.</title>
            <description>&lt;p&gt;A few months ago, I had the honor of organizing and moderating a keynote panel for the sixth Media in Transition conference here at MIT.  Our title (and topic) was "The Future of Publishing", and MIT World has just published the video recording of it online.  I've embedded a copy of it here (all 94 minutes of it, be warned):&lt;/p&gt;

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&lt;p&gt;My honorable speakers are described on the site as follows:&lt;/p&gt;

&lt;blockquote&gt;Small Beer Press, Gavin Grant's boutique Massachusetts publishing company, "is still in the business of producing paper objects." But new technologies are transforming his work in several ways: He licenses some books via Creative Commons; releases others as downloads in a variety of ebook formats (generating these can be an expensive "hassle"); and deploys social media, in the form of blogs and Facebook-enabled communication, to publicize and attract passionate readers to the firm's website. Grant sees Amazon and its Kindle as a bully driving readers toward best sellers, and is interested in the "hyperlocal" possibilities of the web for publishing: finding readers for his one-of-a-kind publications, and inviting them to peruse his non-mainstream book lists.

&lt;p&gt;Agent Jennifer Jackson describes some intriguing direct marketing activities made possible by the web, including author-produced book trailers on YouTube, and an online media project undertaken by clients and other authors: a website consisting of episodes for a fictional TV show. Jackson also maintains blogs that she hopes provide "transparency" about her end of the business, a way to bridge "the great divide" between agents and authors. Her authors are concerned with digital piracy but Jackson feels wide distribution of an author's work ends up generating more sales over time.&lt;/p&gt;

&lt;p&gt;Robert Miller's frustration with the trade publishing model -- in particular, astronomical advances to authors, and book return rates of 40% -- led to HarperStudio (a Harper Collins offshoot). His notion of "starting something from scratch" involves making digital and physical books available simultaneously to the reader. His first offering is a collection of previously unpublished pieces by Mark Twain that are available as individual books, or in discounted bundles with audio books and downloadable books. He celebrates the reduction in production costs in moving to digital, but he's wary of the small but rapidly expanding ebook market, which he anticipates will impose a "downward pressure on prices," a loss of revenue that will negatively impact his business. &lt;/p&gt;

&lt;p&gt;Bob Stein envisions a wholesale evolution of the essence of books, from objects to "a place where readers and sometimes authors congregate." His Institute on the Future of the Book hosts experiments in publishing, such as one where an author essentially blogs and moderates responses around a particular subject. Readers could someday collaborate with dead authors, adding chapters to finished books, for instance. He sees ebooks as transitional: "The experiments which have to do with increasing sales of book are interesting, and will prolong publishing but won't invent the future of how humans work together to increase our knowledge, which is what publishing used to do." These new expressive forms won't emerge quickly. It took 300 years after the invention of the printing before the first novel was written, he notes, but inexorably, "we're shifting the ways humans communicate with each other."&lt;/blockquote&gt;&lt;/p&gt;

&lt;p&gt;My panelists delivered on the promise of the topic beautifully, providing terrific insight into the state of the publishing industry and what the future may have in store for all of us.  A sort-of follow-up to the talk will be going down in November, when none other than &lt;a href="http://www.jeffvandermeer.com/"&gt;Jeff VanderMeer&lt;/a&gt; will be coming to MIT to speak on a similar topic, which he addresses at great length in his upcoming book &lt;i&gt;&lt;a href="http://www.amazon.com/Booklife-Strategies-Survival-Century-Writer/dp/1892391902/"&gt;Booklife&lt;/a&gt;&lt;/i&gt; (Oct. 15, 2009; Tachyon Publications).&lt;/p&gt;

&lt;p&gt;Added bonus: I now have &lt;a href="http://mitworld.mit.edu/speaker/view/1094"&gt;a profile on MIT World&lt;/a&gt;.  Next stop: TED...&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/geoffreylong/anXu/~4/CSO5zsYvry8" height="1" width="1"/&gt;</description>
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                <category domain="http://www.sixapart.com/ns/types#category">Academia</category>
            
                <category domain="http://www.sixapart.com/ns/types#category">Books</category>
            
                <category domain="http://www.sixapart.com/ns/types#category">MIT</category>
            
                <category domain="http://www.sixapart.com/ns/types#category">Publishing</category>
            
                <category domain="http://www.sixapart.com/ns/types#category">Storytelling</category>
            
            
            <pubDate>Sun, 19 Jul 2009 17:40:58 -0500</pubDate>
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