PHILLIP JACOB
Transmedia Storytelling Systems in Publishing
With Focus on Fantasy Franchises
PHILLIP JACOB
Transmedia Storytelling Systems
in Publishing
With Focus on Fantasy Franchises
About the author
Phillip Jacob, Master of Engineering, born in 1994, graduated the HTWK in Leipzig and finds himself still
at the beginning of his academic career. Until March 2020 he studied the master course “Media-Management” and the bachelor “Book and Media production” in Leipzig. In Parallel to his studies he worked as a
project manager, graphic designer and an editor for a variety of national and international publishing
service providers and media agencies.
Bibliographic information of the Deutsche Nationalbibliothek
The German National Library (Deutsche Nationalbibliothek) lists this work in the
Deutsche Nationalbibliografie; detailed bibliographic data is available in the internet via http://dnb.d-nb.de.
This work has been published under a Creative Commons license as
Open Access which requires only the attribution of the authors when
being reused.
License type: CC-BY 4.0 – more information:
http://creativecommons.org/licenses/by/4.0/
The online version of this publication is available at:
http://doi.org/10.33968/9783966270281-00
© 2021 Phillip Jacob
Publisher
Open-Access-Hochschulverlag
Hochschule für Technik, Wirtschaft und Kultur Leipzig (HTWK Leipzig)
Karl-Liebknecht-Str. 143
04277 Leipzig, Germany
Printing & Binding in Germany and the Netherlands
Printed on acid-free, FSC certified and environmentally neutral paper
ISBN (Hardcover) 978-3-96627-026-7
ISBN (Softcover) 978-3-96627-027-4
ISBN (PDF) 978-3-96627-028-1
Abstract
This master thesis provides an extensive definition of transmedia storytelling systems and the fantasy genre, besides a short overview of publishing management,
technology, and marketing. The focus of this master thesis is the practical relevance
of transmedia storytelling systems for fantasy franchises, such as Harry Potter, Game
of Thrones, or The Lord of the Rings.
This thesis results in the perceptions that potential customers indeed consume
storylines across different media types. Most of them only through media types with
a low degree of participation. A smaller but significant amount of the customer consumes media types with a high degree of participation. These results are findings
from a survey of more than 600 consumers surveyed of selected fantasy franchises.
Inhaltsverzeichnis
VII
Inhaltsverzeichnis
1 Introduction
9
2 Overview of Publishing Technologies
2.1 Principles of publisher’s organization
2.2 Cross-media publishing
2.2.1 Setup and Integration of a cross-media publishing system
2.3 Publisher’s marketing
2.3.1 Publishing trademarks
2.3.2 Selection of marketing measures
11
11
12
14
17
20
21
3 Principles of Transmedia Storytelling
3.1 Transmediality
3.2 Transmedia Storytelling
3.3 Storyworlds
3.4 Transfictionality
3.5 Transmedia story systems
3.6 Summary
23
23
25
27
29
30
32
4 Examination of the Fantasy Genre
4.1 Definition of Fantasy
4.1.1 The secondary world
4.1.2 Metaphysical power
4.1.3 The heroic element
4.1.4 Demarcating Fantasy from related terms and genres
4.1.5 Summary
4.2 The German Fantasy market
4.2.1 Fantasy in TV, films, and series
4.2.2 Fantasy in books
4.2.3 Fantasy in computer games
4.2.4 In conclusion
35
35
36
38
39
40
42
43
43
45
46
49
5 Implementation of a Survey:
Consumption of the Same Fantasy Narrative in Different Media Types
5.1 Methods and systematic
5.1.1 Description of the examples
5.1.2 Justification and classification
5.1.3 Gathering of personal data
5.2 Results of the survey
51
51
53
56
58
60
VIII
Inhaltsverzeichnis
6 Discussion of the Perceptions
6.1 Interpretation and discussion of the survey’s results
6.1.1 Interpretation and discussion concerning the target audience
6.1.2 Interpretation and discussion in terms of further media consumption
6.1.3 Interpretation and discussion in terms of the media type’s potential
6.1.4 Interpretation and discussion in terms of further results and perceptions
6.2 Strategic Theses for Publishing Houses and Media Agencies
6.2.1 Acquiring the right content
6.2.2 How to design a transmedia storytelling system?
6.2.3 After obtaining the right stories
6.2.4 The right publishing system
6.3 In conclusion
Bibliography
Source materials
Statistics
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67
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71
79
86
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Attachement A1
Total Results
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108
Attachement A2
Survey’s structure and results in Detail
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1 Introduction
The global media market went through considerable changes in recent decades. On
the one side, submarkets of media are in higher competition with each other. On the
other side, media convergence goes on, and more submarkets meld together. In
recent years, a supposed new trend has revived – transmedia storytelling. Driven by
new media formats, products, and types, transmedia storytelling found back its way
into cultural and commercial recognition.
Franchises like The Lord of the Rings, Star Wars, Harry Potter, Resident Evil, and
The Wicher are famous examples that also rely on transmedia storytelling. Most publishers and media agencies reference such examples and remarks to include transmedia storytelling as a long term strategy for better penetration of the market and
competitive advantages. Consequently, the question emerges,
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What is transmedia storytelling?
Do customers follow a storyline across different media types?
How far would they go?
What content is suitable for transmedia storytelling?
Which technologies and skills do companies need to establish a transmedia
storytelling system?
This master thesis examines the structure and definition of transmedia storytelling
systems, and how could publishers make use of such as a system with the current
technology. As many of the mentioned examples imply, it is presumable that the
fantasy genre is a suitable topic to examine transmedia storytelling. Therefore, this
master thesis focuses on fantasy franchises. First, the master thesis examines the
publishing industry and provides a short overview of publishing management, technologies, and marketing measures. It follows an examination of transmedia storytelling systems and particular types, forms, definitions. The third chapter contains
the definition of the fantasy genre. The emphasis of the master thesis is the implementation and analysis of a survey that addresses the research questions. Lastly, the
master thesis closes with advantages for publishers concerning transmedia storytelling and an approach to answering the research questions above. For a better
understanding, basic knowledge of publishing technologies is recommended.
http://doi.org/10.33968/9783966270281-01
2 Overview of Publishing Technologies
This chapter provides an overview of publishing technologies with a specific focus
set on publishing houses – first, the publisher’s types, lists, and publishing eras;
then, the focus of the examination shift to cross-media publishing, media-impartial
data retention, and multiple-channel publishing. The last part of this chapter examines the principles of publishing-marketing and merchandising. This chapter shall
deliver the principles of publishing management and technology that are essential
for the utilization of transmedia storytelling.
2.1 Principles of publisher’s organization
Publishing houses can classify themselves by their target audience, market, structure, products, organization, and relation to the retailer and suppliers. In terms of
the products, one can distinguish between book- and magazine- or newspaper-publishers. A book-publisher produces book-type media, such as printed books, electronic
books, or audiobooks. In contrast, a magazine- or newspaper-publisher produces magazines, brochures, newspapers in print and electronic formats. The business of
magazine/newspaper-publishers is considerably more steady and assessable than
the business of book-publishers, which is more erratic in contrast.1
In terms of suppliers, one could distinguish between author- and editing-publishing houses. An author-publisher depends on an author who creates the content, such
as novels. In contrast, an editing-publishing house creates a part or even the whole
content on its own.2
In terms of organization and market, one could also distinguish between original and license-publishers. An original-publisher owns the original exploitation right
given by the creator of the content. Opposed to a license-publisher often publishes
translated issues of foreign publications.3In terms of the target audience, one could
finally distinguish between4 Special interest publishers (such as scientific publishers),
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General interest publishers (such as fiction books),
Trade publishers (such as nursery or model railroad hobby magazines,
and education publishers (such as textbooks).
1
2
3
4
Von Lucius, Wulf D.: Verlagswirtschaft (Konstanz: UVK Verlagsgesellschaft mbH, 2007) 84 et seq.
Von Lucius, Wulf D.: Verlagswirtschaft (Konstanz: UVK Verlagsgesellschaft mbH, 2007) 85 et seq.
Von Lucius, Wulf D.: Verlagswirtschaft (Konstanz: UVK Verlagsgesellschaft mbH, 2007) 88 et seq.
Von Lucius, Wulf D.: Verlagswirtschaft (Konstanz: UVK Verlagsgesellschaft mbH, 2007) 86 et seq.
http://doi.org/10.33968/9783966270281-02
12
Overview of Publishing Technologies
Every publishing house has a product line that represents the publisher’s list.5 The
publisher’s list determines the long-term strategical management of a publisher.
Besides, the publisher’s line has a further dimension in width, depth, and height,
which describes the number of publisher’s lists within one publishing house (width),
the number topics per list (depths), and the number of publications per topic
(height).6 The strategical planning of the publisher’s list depends on several factors,
such as time, content, personal capacity, finance, competition, and the target audience. Especially in terms of competition, a publishing house has many strategic
options, such as generating new innovative products, concentration on specialinterest topics, copy other publishers, cost leadership, or specific cooperation strategies.7
Besides the properties of the publishing houses and strategic measures, the
structure of the standard publishing process changed through recent years. The
publishing process classifies itself in three eras, based on essential trends and innovations. In the first era, publishing 1.0 is the classic commercial process of publishing, where the publisher releases printed media products on the market, and the
communication between publisher and consumer was unidirectional. In the second era, publishing 2.0 relies on desktop publishing (DTP) with the inclusion of electronic publishing systems, electronic media design, and electronic media products.
Publishing 1.0 and 2.0 align processes to the particular end-products. Publishing 3.0,
the third and most recent era, works orientated to processes, implements crossmedia publishing systems with the help of Web 2.0 and bidirectional communication between publisher and consumer.8, 9
2.2 Cross-media publishing
This subchapter does a closer description of the principles from the publishing 3.0
era and, therefore, the current publishing technology systems. The major component of the current publishing technology is cross-media publishing.
Crossmedia-publishing is a specific kind of publishing process, which enables a
broad automatization of the publishing process while it is addressing multiple output media. Cross-media publishing aims to implement multiple output media with
a central database and a high degree of automation.10 Such a publishing process
5
6
7
8
9
10
Brockhaus Enzyklopädie Online: Produktionsprogramm. NE GmbH | Brockhaus, 2019. https://
brockhaus.de/ecs/permalink/4D85A2F15053536A3B03886AC755DB1C.pdf [last accessed on
19.11.11].
Von Lucius, Wulf D.: Verlagswirtschaft (Konstanz: UVK Verlagsgesellschaft mbH, 2007) 76 et seq.
Von Lucius, Wulf D.: Verlagswirtschaft (Konstanz: UVK Verlagsgesellschaft mbH, 2007) 75.
Publisher: Publishing-3.0-Lösungen im Überflug, https://publisher.ch/publisher-archiv-detail-2.
php?t=Publishing-3.0-L%C3%B6sungen+im+%C3%9Cberflug&read_article=8012 [last accessed
on 19.11.10].
Publisher: Medienproduktion – quo vadis, https://publisher.ch/publisher-archiv-detail-2.php?read_
article=8022 [last accessed on 19.11.10].
Fritzsche, Hans P.: Cross Media Publishing : Konzepte, Grundlagen und Praxis (Bonn: Galileo Press
Cross-media publishing
13
makes publishing houses more flexible among different output media, media types,
and it enables the economization of time and costs in a steady process.11 Furthermore, it supports the consistency of data and information and ensures that the same
content is available on multiple media output formats.12
The typical output media formats are:13
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PDF, SGML, PostScript for print
HTML/XML for web and e-commerce
PDF for download from the web
XML for further processing, such as Java.
A cross-media publishing system could also realize interchange format data for further processing on particular media workflow, such as game development.
It is crucial to mark off the term cross-media from multimedia and transmedia.
The distinction of cross-media from multimedia and transmedia relies on the specific form of output media. For cross-media, the number of different output media
for content matters. For multi-media, it is the number of different media types
inside one document.14 For transmedia, the number of different documents of different media types for one narrative matter.15 The distinction can be better clarified
by examples:
When a publishing house publishes a cookbook on a print and electronic issue,
it is cross-media published. In contrast, when a publishing house publishes an electronic cookbook with tutorial videos included, but no particular print issue, it is
published multimedia but not cross-media.
Therefore, for cross-media publishing, the number of media outputs, where a
specific processing underlays, matter. For multimedia, the number of different
media types in one document matter. In the proper sense, text and illustrations are
enough to pertain as multimedia. In practice, the combination of static and dynamic
media components is the factor in classifying a document as multimedia. Text and
illustration are both static media types. In contrast, videos, music, and speech are
dynamic media types.16
11
12
13
14
15
16
GmbH, 2001) page 119.
Albert Bauer Companies: Crossmedia Marketing. Albert Bauer Companies GmbH & Co. KG, 2019.
https://www.albertbauer.com/crossmedia-marketing/ [last accessed on 19.11.10].
Managementportal: Cross Media Publishing im Praxiseinsatz: Viele Vorteile bei wenig Aufwand.
Managementortal.de, Recklies Management Project GmbH, 2015. https://www.managementportal.
de/inhalte/artikel/fachbeitraege/14-marketing/519-cross-media-publishing-im-praxiseinsatzviele-vorteile-bei-wenig-aufwand.html [last accessed on 19.11.10].
Fritzsche, Hans P.: Cross Media Publishing: Konzepte, Grundlagen und Praxis (Bonn: Galileo Press
GmbH, 2001) page 120.
Jakubetz, Christian; Langer, Ulrike; Universalcode Journalismus im digitalen Zeitalter (München:
euryclia, 2011) page 19 et seq.
See chapter 3, page 19.
Brockhaus Enzyklopädie Online: Multimedia. NE GmbH | Brockhaus, 2019. https://brockhaus.de/
14
Overview of Publishing Technologies
2.2.1 Setup and Integration of a cross-media publishing system
The setup of a cross-media publishing system depends on the kind and properties of
the output media documents. The publisher should clarify beforehand:17
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Content,
Type of media output
Number of media types gathered in one output,
Quantity of media editing in a specific period,
Customer (for example parents, grandparents and families),
Consumer (children before enrollment),
Purpose of the final publication,
Number of output channels
Design of each media
Possibility of changing and enhancing the system
Know-how and training of the employees.
Once a publisher has gathered these pieces of information, it can deduce the
requirement of data retention and the suitable choice of software and methods. The
basis or centrum of a cross-media system is data retention. For a publishing system
with various output media18 and high requirement flexibility of printed outputmedia selection,19 it is advisable to hold the data retention “media-impartial”. Media
Impartial data retention aims for a free from the purpose of use data exchange and data
handling. This aim requires the separation of structure, content, and design.20
The content could be saved as unformatted text-files, in an image, video, or
music database. The structure can be saved as a set of semantic markups based on
the end product’s metadata. The design could be saved as a set of formatting instructions in the form of CSS files or paragraph- and character style files. This separation
enables a flexible transition of the content into different media. For every end-product optimally exists structure and design formatting instructions. The publishing
process of various output media out from a single data source is called Single-Source(Multiple-Channel-) Publishing in practice.21
ecs/permalink/3887C77FD2797513924048AB847E44F4.pdf [last accessed on 19.11.11].
Fritzsche, Hans P.: Cross Media Publishing: Konzepte, Grundlagen und Praxis (Bonn: Galileo Press
GmbH, 2001) page 131.
18 Fraunhofer: Grundlagen der medienneutralen Datenhaltung. Fraunhofer-Publica – Publication
Database of the Fraunhofer-Gesellschaft, 1996. http://publica.fraunhofer.de/documents/
PX-16486.html [last accessed on 19.11.11].
19 Medien Community: Medienneutrale Daten, https://mediencommunity.de/content/u7-medienneutrale-daten [last accessed on 19.11.11].
20 Bühler, Peter; Schlaich, Patrick; and Sinner, Dominick: Crossmedia Publishing | Single Source–XML–
Web-to-Print (Berlin: Springer Nature, 2019), page 2 – 4.
21 Bühler, Peter; Schlaich, Patrick; and Sinner, Dominick: Crossmedia Publishing | Single Source–XML–
Web-to-Print (Berlin: Springer Nature, 2019), page 2.
17
Cross-media publishing
15
Figure 1 Separation of structure, content, and design (Source: Personal collection).
The conventional method of single-source-publishing is the use of the eXtensible
Markup Language, abbreviated as XML. XML is a free, platform-independent, and
application-independent meta language. XML is the basis for creating applicationspecific markup languages that describe the structure of particular content.22 In
practice, a lot of XML based markup languages are available for free, such as DocBook, the Journal Article Tagging Suite (JATS), the Book Interchange Tagging Suite
(BITS) and many more. All given examples come from the scientific publishing subject.23
The XML markups stand beside the text-content or hypertext references in the
case of images, music, or videos, inside the XML-file.24
The design of an end-product relies on formatting instructions inside a
stylesheet, such as Cascading Stylesheet (CSS), the eXtensible Stylesheet Language
(XSL), paragraph and character stylesheets, and many more. Attention should be
paid to the factor that XSL is not a stylesheet that contains designing instructions.
XSL filters, sorts, and re-arranges the elements of an XML file, and addresses the
22 Fritzsche, Hans P.: Cross Media Publishing: Konzepte, Grundlagen und Praxis (Bonn: Galileo Press
GmbH, 2001) page 123.
23 Selfhtml: XML/Dialekte, https://wiki.selfhtml.org/wiki/XML/Dialekte [last accessed on November
11, 2019].
24 Bühler, Peter; Schlaich, Patrick; and Sinner, Dominick: Crossmedia Publishing | Single Source–XML–
Web-to-Print (Berlin: Springer Nature, 2019), page 18 et seq.
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Overview of Publishing Technologies
output media format, such as HTML or PDF. In this case, XSL contains transformation instruction and is also called XSL-T. In contrast, CSS or Print-CSS contains formatting objects that define the visual-design of the output media. When one wants
to use XSL for a visual-design as well, then one must use XSL-formatting objects.
This markup is an XSL application for particular style formattings.25
Figure 02 displays a sample cross-media system for fantasy content. The example publishing house publishes an online wiki with entries for every imaginary character and creature of a fantasy novel, consisting of text, images, and explanation
video for every entry. Besides the online wiki, the example publishing house produces a printed lexicon that contains the same content as the online wiki, just without the videos.
The XML files contain the text content, positioned linkings to corresponding
images and videos. XSL-file A selects all elements from the XML-file that are relevant for the print-production. Besides, XSL-file B selects all relevant elements for
the web-publication. The CSS file delivers the particular formatting instructions for
the web-publication. For he print-publication, the formatting instructions stand in
the Print-CSS. The XSL processor, a software that drives the conversion and transformation, generates the HTML and printable PDF file. The printable PDF-file goes for
further processing to the printing house. The HTML file can now get unlocked for
online publication.
Figure 2 Sample cross-media system for fantasy content (Source: Personal collection).
25 Selfhtml: XML/XSL/XSLT, https://wiki.selfhtml.org/wiki/XML/XSL/XSLT [last accessed on
November 11, 2019].
Publisher’s marketing
17
Such a cross-media system could be integrated into a content management system
(CMS). A content management system enables the central control of all relevant processes. It implements the separation of content, structure, and design processes,
and keeps it a uniform system frame. Besides, it enables the inclusion of authors,
editors, designers, programmers, producers, and project coordinators within a uniform company system. New content can be edited into the system directly, as well as
output media converted from it.26
Furthermore, two regular XML workflows exist. In the first workflow, the
producer executes the publishing process in a traditional way and converts the publication to XML after the process is finished. XML-Last is the name of this sample
workflow. In contrast, the XML-First sample workflow requires XML-editing before
the publishing process starts. The XML-First workload has a more extended timeto-market factor than the XML-Last workflow. However, the flexibility in terms of
further processing into different output versions and media referencing is considerably higher in the case of XML-First than XML-Last.27
2.3 Publisher’s marketing
This subchapter gives a short introduction to the publisher’s marketing, with a particular focus on book publishers. The subject of general and publishing-related marketing is comprehensive. Therefore, this master thesis gives just a short overview of
this topic concerning further perceptions and theses of this master thesis.
The entrepreneurial thinking of the publishing industry, especially for the publishing of books, underwent considerable changes from the recent years of the late
20th century. Specifically, the shift of two mindsets triggered transitions that affect
the whole branch.28
The first shift of mindset is that marketing should not be seen as a separated
function of a company. Marketing affects all business activities, and therefore its
responsibility should run through every division of a company.29
The classic value chain of publishing was deduced from this entrepreneurial
thinking.30 However, this value chain has lost its topicality because publishing processes have changed considerably in recent years, such as trends like cross-media,
web-to-print, self-publishing, any many more emerged. The only constant of this
value chain is the worth of content, which is the only thing that matters from the
view of the consumer.31
26 Bühler, Peter; Schlaich, Patrick; and Sinner, Dominick: Crossmedia Publishing | Single Source–XML–
Web-to-Print (Berlin: Springer Nature, 2019), page 2.
27 Pagina: XML first – XML last https://www.pagina.gmbh/xml-hintergruende/crossmediales-publizieren/teil-ii-die-technik/xml-in-der-verlagspraxis/der-weg-zu-xml/xml-first-xml-last/ [last
accessed on November 11, 2019].
28 Huse, Ulrich: Verlagsmarketing (Frankfurt am Main: Bramann, 2017) page 13 et seq.
29 Drucker, Peter: The Practice of Management (Düsseldorf: Econ, 1954).
30 Wirtz, Bernd W.: Medien und Internetmanagement (Wiesbaden: Gabler, 2009).
31 Huse, Ulrich: Verlagsmarketing (Frankfurt am Main: Bramann, 2017) page 15.
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Overview of Publishing Technologies
This perception leads over to the second shift of mindset, which describes the
alignment of the publisher’s list to a selection of content which the consumers
require, instead of a selection of content that the publishers preset. The old mindset
is recognizable by a citation of the publisher Kurt Wolff, who said that two kinds of
publishers exist: One kind that provides books that the consumers should read and
the second kind of publishers that provides books that the consumers want to read.
The second category of publishers, who run after the public taste, do not count for
him.32
However, the pandering to the public and, therefore, a paradigm shift happens.
For modern publishers, the customer focus matters, and not cultural commitment.33
The customer focus divides into four different perspectives of marketing:34
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The customer’s point of view, which describes that all publisher’s activities
should also be seen from the customer’s point of view. From the particular perceptions, it deduces indications for the publisher’s list, packaging, distribution,
pricing, and many more.
The customer wishes. Before a publisher can produce the right product, he or
she should recognize the attitude, habit, behavior, and requirements of the customers
The customer value, which means to know the claims and standards of the customers and to keep these in mind by the conception of products.
The solution focus. This perspective bases on the previous ones and means to
offer products that solve the problems and issues of the consumer.
Sales arguments also base on previous perceptions. If the publisher knows the
customer value and wishes, he or she gains a proper occasion to communicate
with the customers.
However, a trade obstacle is that the customers take the fundamental value of a publication for granted. First, with a specific feature, customer satisfaction accrues.
Customer loyalty accrues with the additional offer of added value, which could also
be described as delightful requirements.35 Delightful requirements are attributes for
which costumers do not bargain and distinguish the product from the competition.36
Before a publisher can decide from the customer’s point of view, he or she must
ascertain the target audience of his or her proposals. The problem of ascertaining a
target audience for books is that books have a relatively short product life cycle. The
product life cycle of a book is often shorter than the time exposure for a target
32 Wolff, Kurt: Autoren/Bücher/Abenteuer. Beobachtungen und Erinnerungen eines Verleger (Berlin:
Wagenbach, 1965).
33 Huse, Ulrich: Verlagsmarketing (Frankfurt am Main: Bramann, 2017) page 14 et seq.
34 Huse, Ulrich: Verlagsmarketing (Frankfurt am Main: Bramann, 2017) page 16 et seq.
35 Huse, Ulrich: Verlagsmarketing (Frankfurt am Main: Bramann, 2017) page 16 et seq.
36 Noriaki, Kano, N. Seraku, F. Takahashi, S. Tsuji: Attractive Quality and Must-be Quality. In: Journal
of the Japanese Society for Quality Control. (Wuhan: Scientific Research Publishing, 1984) page. 147
et seq.
Publisher’s marketing
19
audience investigation. Therefore, publishers must recourse to other methods, such
as Personas, “Sinus Milleus”, or Social Media Monitoring, for ascertaining the suitable
target audience.37
After considering the target audience and customer’s point of view, the publishing house can start with the planning, implementation, and control of marketing
tasks summarized as marketing management. A mix of various aspects decides
whether a product got purchased or not. Therefore, Neil H. Borden defined marketing twelve policy-related instruments. These instruments, named marketing-mix,
were reduced of four most relevant instruments (4 P’s):38
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Product – properties of products, and structure of the product line (publisher’s list)
Price – for what price and conditions a product is offered
Place – distribution channels for each product
Promotion – which measures are suitable to reach the target audience and to
inform about the product’s properties sufficiently
These four instruments work as assistance to undertake sufficient marketing
management. Competitive advantage and commercial success do not rely on product
development, multi-channel distribution, and competitive conditions exclusively.
Just with the help of the promotion component, a company can achieve its marketing aims.39
In practice, a publishing house defines, based on its annual program, a marketing budget and, consequently, a marketing schedule. Commonly, a publisher has
two kinds of books on his or her list, new titles and backlist titles. Most of the budget
flows into the promotion measures for new titles. Besides, parts of the budgets flow
into
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Topic-orientated promotion measures (such as holidays, hobbies, particular
events),
Author-orientated promotion measures (such as birthdays or awards),
or publisher-orientated promotion measures (such as rebrandings or anniversaries).
Just a small piece of the marketing budget remains for the backlist titles.40
Such a publisher’s marketing plan discusses five questions of “what”, “who”,
“where”, “how”, and “when”. The publisher’s list answers to the question “what”, the
definition of the target audience answers the question “who”, and the marketing
37 Huse, Ulrich: Verlagsmarketing (Frankfurt am Main: Bramann, 2017) page 18 et seq.
38 Borden, Neil H.: The Concept of the Marketing-Mix. In: Science in Marketing (New York: John Wiley,
1964).
39 Huse, Ulrich: Verlagsmarketing (Frankfurt am Main: Bramann, 2017) page 21 et seq.
40 Huse, Ulrich: Verlagsmarketing (Frankfurt am Main: Bramann, 2017) page 22.
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Overview of Publishing Technologies
budget decides about the remaining questions.41 Furthermore, the answering of
these questions leads over to the strategy concerning the sales intermediary. In theory, two ways exist for such a measure concerning the sales intermediary – the pullor push-marketing strategy. In case of push-marketing, the publisher tries with a more
frequent presentation of goods on the point of sales to encourage more people to
purchase the product. This method is advisable for best-seller marketing, and the
publisher should be sure about the sales hit because it requires a high budget. In a
literal sense, the publisher pushes the items into the bookstore. In contrast, pullmarketing is a strategy where the publisher tries to encourage people to demand a
particular product, with the help of several promotion measures. This method is
advisable for novel-series, such as Harry Potter, and contains a lesser risk for loss of
profit than push-marketing. In practice, many publishers use a combination of both
strategies.42
2.3.1 Publishing trademarks
A trademark is a distinctive symbol that is rooted inside the mind of the customer.43
Furthermore, a trademark describes a service that delivers a faculty of discrimination and a promise of quality by a specific marketing strategy. It should fulfill customer expectations of the relevant target audience and achieve long term success in
a particular market.44
In conclusion, a trademark has an individualization/discrimination function,
an identification function, and a promising function.45
In publishing, there is a consensus about the factor that customers are just purchasing single titles. Merely a specific author or novel series could work as trademarks, such as Steven King or The Three Investigators, but rarely the publishing house.
Nevertheless, some publishers establish themselves as a publisher’s trademark,
such as Langenscheidt or Diogenes. The basis for establishing a publisher’s trademark
is clear communication with the publisher’s environment, consistency of its public
image, and frim business ethics and policies. These factors build a corporate identity.46 An essential element of corporate identity is the corporate design, which describes
the appearance of a company. It includes the total amount of all visualized promotion and packaging components, and it emerges from the corporate identity. Therefore, it transports the corporate identity and does not define it.47
41 Huse, Ulrich: Verlagsmarketing (Frankfurt am Main: Bramann, 2017) page 22 et seq.
42 Huse, Ulrich: Verlagsmarketing (Frankfurt am Main: Bramann, 2017) page 23 et seq.
43 Meffert, Heribert: Marketing. Grundlagen marktorientierter Unternehmensführung. Konzepte –
Instrumente – Praxisbeispiele (Wiebaden: Gabler, 2000).
44 Bruhn, Manfred: Was ist eine Marke? Aktualisierung einer Markendefinition (Gräfeling: Gesellschaft
zur Erforschung des Markenwesens e.V., 2002).
45 Huse, Ulrich: Verlagsmarketing (Frankfurt am Main: Bramann, 2017) page 28.
46 Huse, Ulrich: Verlagsmarketing (Frankfurt am Main: Bramann, 2017) page 33 et seq.
47 Domizflaff, Hans: Die Gewinnung des Vertrauens (Hamburg: Marketing Journal, 1982).
Publisher’s marketing
21
Besides a distinct corporate identity and consistent corporate design, the publisher
should create a promise of quality, price, content, or topic to create a consistent and
unique publisher’s list. The content of a publication establishes its identity. Therefore, it is not a consumer product but a product of experience. For non-fiction books,
the quality of the content is more appreciable than for fiction books. So, in this case,
the customer must give the publishing house, and its book offers a credit of trust. By
the effect of customer satisfaction and customer loyalty, the customer will give credit
of trust generously all along.48
Lastly, there are several levels of trademarks in publishing, which are displayed
in the table below.
Tab. 1 Levels of trademarks
Trademark Level
In Publishing
Examples
Single brand
Authors and protagonists
Steven King, Harry Potter
Family of brands
Publisher’s list and novel
series
Hobbit press by Klett Cotta
Umbrella brand
Publishing house
Langenscheidt
2.3.2 Selection of marketing measures
Publishers distinguish between two types of marketing, trade marketing, which
addresses the sales intermediaries, such as bookstores, and customer marketing,
which addresses the customers. This subchapter examines two measures of customer marketing that are essential for this master thesis.
Many possible measures for customer marketing are available to the publisher,
such as marketing events, customized marketing, ads marketing, merchandising,
and cross-marketing. The last two measures get a closer examination.
Merchandising is an umbrella term for all measures that support the sales pitch.
However, merchandising could also describe a transition of content, symbols, and
brands to another product type. In this sense, merchandising is a form of secondary
publication rights, where a third party has the authority to use figures, designs, symbols, and signs for its products. In other words, it is licensing. For example, a cupsproducer gains the authority to print the emblem of Griffyndor (a school-house from
Hogwarts in the Harry Potter narrative) on their cups. The aim of merchandising is a
positive image-transfer of a brand, that causes a better sale for the original product
as well as for the merchandising product.49
48 Huse, Ulrich: Verlagsmarketing (Frankfurt am Main: Bramann, 2017) page 28 et seq.
49 Huse, Ulrich: Verlagsmarketing (Frankfurt am Main: Bramann, 2017) page128 et seq.
22
Overview of Publishing Technologies
Especially when books achieve a high involvement of their readers into an imaginary storyworld, the customer’s wish appears to transport pieces of this secondary
world into the primary world (see chapter 4.1.1.).50
Cross-marketing is a measure where independent companies start temporary
cooperation. This form of marketing aims for image transfer, better sales by delightful surprises and prices, increased attention for both brands, increasing the target
audience, competition advantages, and more effortless penetration of the market.
Such a cross-marketing appears in the product policy and the promotion policy. In
the product policy, the companies could do a
–
–
–
Co-branding (creating a single product that combines the expertise of both companies),
Product bundling (combines proposal of two or more products), or
Ingredient branding (usage of specific ingredients within the end product).51
In the promotion policy, the companies could realize a
–
–
–
–
Cross-promotion (bilateral advertising),
Couponing (a particular form of cross-promotion, where the customer gets a
coupon for a product of another company),
Cross-advertising (collective advertising), or
Cross-referencing (the companies recommend each other products or
services).52
50 Heldmaier, Christian: Merchandising für Bücher ohne Filmanbindung. Grundlagen, Chancen und
Umsetzungensmöglichkeiten für Verlage. Thesis (Stuttgart: Hochschule der Medien, 2011).
51 Huse, Ulrich: Verlagsmarketing (Frankfurt am Main: Bramann, 2017) page 133.
52 See fn. 51.
3 Principles of Transmedia Storytelling
The following chapter examines the question of what transmedia storytelling exactly
is and which forms and comp onents it can adopt and contain. In contrast to the
previous chapter, this topic is not wholly located in the field of media science, media
management, or publishing engineering. Transmedia storytelling belongs originally
to the field of narratology and literary criticism, but it represents an interface
between these subjects. In other words, the description of the phenomenon
transmedia storytelling belongs to narratology, but the implementation of this phenomenon belongs to media management and publishing engineering.
3.1 Transmediality
First, I will define and elucidate the term “transmediality” and its different forms.
This examination is essential to gain a better understanding of what transmedia
storytelling accurately describes and contains.
Transmediality describes a media-unspecific and itinerant phenomenon. In
other words, the appearance, transition, or implementation of the same content or
topic in different media.53
In the field of narratology, two forms of transmediality have been established:
the East Coast and West Coast transmediality. These two terms were proposed by Brian
Clark, the CEO, and Founder of GMD Studios.54 West Coast transmediality stands for
commercial franchises of the “Hollywood” entertainment industry, such as The Lord
of the Rings, The Matrix, or Harry Potter. East Coast transmediality means everything
that is not West Coast transmediality. The independent narratologist
Marie-Laure Ryan titled the following four possible and popular forms of East Coast
transmediality:55
Transmedia journalism
Transmedia journalism could be treated as a subject- or theme-specific archive or
database. It could be a website or an online media library, which contains multiple
media objects, like text, videos, oral testimonies, and many more. These media
objects must be located on the same medium, which is accessible to a public
53 Meyer, Urs/Simanowski, Roberto/Zeller, Christoph: Transmedialität. Zur Ästhetik paraliterarischer
Verfahren (Göttingen: Wallstein, 2006).
54 Clark, Brian: Reclaiming Transmedia Storyteller (Facebook, 2011), (https://www.facebook.com/
notes/brian-clark/reclaiming-transmedia-storyteller/10150246236508993/ [last accessed on
2019.07.04].
55 Ryan, Marie-Laure: “Transmedia narratology and transmedia storytelling”, In: Artnodes no. 18
(Barcelona: Universitat Oberta de Catalunya, 2016) page 1–10.
http://doi.org/10.33968/9783966270281-03
24
Principles of Transmedia Storytelling
audience, and they should belong to the same topic. For example, a TV broadcaster
hosts a website for the next olympic games in Tokyo, where a lot of videos, text interviews, and audio files get uploaded.
Installations
Transmedia installations describe the simultaneous use of multiple media objects
and media delivery systems. For example, the 360° panorama installations from
Yadegar Asisi, which delivers at least three types of media, that the visitors use
simultaneously: the huge 360° photomontage, music, or atmospheric voices, and an
information map.56
Alternate Reality Games (ARGs)
Alternate Reality Game is an umbrella term for a marginal phenomenon that
emerged through media convergence. It could also be called “collaborative story”57,
“Interactive Narrative”58, or “Story Game”59. In this game, the media consumer reconstitutes a story through various media, like a jigsaw puzzle. The single parts of an
ARG must be used mostly in the right order and cannot stand alone to build a selfcontained story. So they could be a part of transmedia storytelling system. However, an
ARG could not be stand-alone transmedia storytelling system.
Augmented books
An augmented book consists of the central physical part, possibly multimodal documents, and additional digital content that could be called through an app or
something else. An example is Night Film by Marisha Pessl (2013). This book contains
multimodal documents like printed screenshots of websites, and the reader can scan
pictures with his smartphone or tablet to unlock additional text, video, and audios.60
West Coast transmediality comprises business practices of entertainment companies
like turning novels to films, computer games, inspiring films, comics inspiring films,
and vice versa. Such retellings and adaptions always appear when a narrative
achieves a certain degree of cultural recognition. This phenomenon is what most
people understand under the term Transmedia storytelling.
However, this is only a superficial view of a high contextual topic. In the following paragraphs, I will picture to picture the exact definition and subject of Transmedia storytelling.
56 See Example on offical website of Asisi: https://www.asisi.de/homepage/ [last accessed on
2019.08.11].
57 Thompson, Brooke: Alternate Reality Gaming – A Definition, http://www.argology.org/_what-is-anarg/ [last accessed on 2019.08.11].
58 Dombrowski, Caroline/Kim, Jeffrey/Lee Elan/Thomas Timothy: “Storytelling in new media: The
case of alternate reality games, In: First Monday” Vol. 14, No. 6 (Illinois: University of Illinois, 2009).
59 Hon, Dan: Everything you know about ARGs is WRONG, https://www.sixtostart.com/onetoread/2008/everything-you-know-about-args-is-wrong/ [last accessed on 2019.08.11].
60 See Example on Wikipedia: https://en.wikipedia.org/wiki/Night_Film:_A_Novel [last accessed on
2019.08.11]
Transmediality
25
3.2 Transmedia Storytelling
As a starting point, I will quote the definition by Prof. Henry Jenkins, director of the
MIT Comparative Media Studies Program and forerunner of investigating media
convergence and transmedia storytelling:
“Transmedia storytelling represents a process where integral elements of a fiction get
dispersed systematically across multiple delivery channels for the purpose of creating
a unified and coordinated entertainment experience. Ideally, each medium makes its
own unique contribution to the unfolding of the story.”61
In other words, transmedia storytelling is a process which belongs to a narrative, so big
that it cannot be distributed by only one type of media. Marie-Laure Ryan describes two
poles, with gradations in between, where a case of transmedia storytelling could appear:62
A kind of snowball effect marks the first pole. A particular story achieves so
much cultural recognition that it randomly spawns various prequels, sequels, fanfictions, and transmedia adaptions.
The second pole is a transmedia conception from the beginning. In the form of
a project, the narrative gets developed through various media. The whole storyworld
turns into a commercial franchise, aims of getting a broader audience, and accordingly long-time loyalty.
The second pole of transmedia storytelling raises the question of the relationship
of the “integral elements of a fiction” that “get dispersed systematically across multiple
delivery channels.” Such relation is pictured by two models:63
First: The parts fit together and build a whole story, which is more than the sum of
its parts. The consumer must gather all parts to get a satisfactory experience, by
following an arc that leads from exposition to complication to resolution. The consumer must follow the whole arc to catch the entire story. These single parts cannot
stand alone.
Second: The parts of the whole story are held together by a common frame that
is called the storyworld. Every part tells a relatively self-standing story. There are
bigger and smaller parts of the story. The more significant elements should be consumed before the smaller ones because they provide a broad widescale background.
Such a significant element is called “Mothership.” It is not necessary to consume all
elements to get a satisfactory experience. Every element should deliver its own
61 Jenkins, Henry: Transmedia Storytelling 101, (The Official Weblog of Henry Jenkins, 2007), http://
henryjenkins.org/blog/2007/03/transmedia_storytelling_101.html [last accessed on 2019.08.19].
62 Ryan, Marie-Laure: “Transmediales Erzählen im Zeitalter der Medienkonvergenz”, In: “Medien.
Erzählen. Gesellschaft” (De Gruyter: Berlin, 2013) page 89.
63 Ryan, Marie-Laure: “Transmedia narratology and transmedia storytelling”, In: Artnodes no. 18
(Barcelona: Universitat Oberta de Catalunya, 2016) page 1–10.
26
Principles of Transmedia Storytelling
satisfactory experience, but the more elements the users consume, the more they
gain knowledge of the whole storyworld.
The first model is like a puzzle or a paper chase, and the satisfactory entertainment experience depends on whether the media-consumer gathers all parts of a
story in by the right order.
The second model could be described as a story collection of the same world or
topic. First, the media-consumer needs to get familiar with the storyworld-background by using the “mothership”, and then the consumer can get a satisfactory
entertainment experience by every single part of the storyworld. This model (second
pole + second relation model) of transmedia storytelling is possibly the most practiceoriented one. Many successful franchises, such as the Storyworlds of J.R.R. Tolkien
(The Lord of the Rings/The Hobbit), J.K. Rowling (Harry Potter/Fantastic Beasts) or
G.R.R. Martin (A Song of Ice and Fire/Fire and Blood) reveal traits of this model. However, in this case, transmedia storytelling would be a misnomer, and the phenomenon
should be called transmedia world-building.64
Furthermore, it is essential to comment on the distinction of transmedia storytelling from adaptions. Both create a bridge across different media, but adaptions
are simply representing an already existing story rather than expanding and annotating a fictional word, as it applies for transmedia storytelling.65 In other words,
adaptions are transmedia, but there is no storytelling. Every adaption makes additions to or reinterpretations of the original story, depending on its output-media
requirements, that may reshape our understanding of what happened in the original story. This fact is what Jenkins called “additive comprehension”66, which may not
be the same as an extension of the fictional world.
Nevertheless, adaptions and retellings are part of transmedia systems and the
backbone of transmedia storytelling. They enable people to relive and revisit stories
in a different way.67
The Lord of the Rings film trilogy, which was produced by Peter Jacksons and
released in the years from 2001 until 2003, are adaptions of the books from
J.R.R. Tolkien. The films widely follow the story of the books with a few additions,
cuts, and changes.
In 2014, Monolith Productions released the video game Middle-Earth: Shadow of
Mordor, which story takes place between the events of The Lord of the Rings and its
prequel The Hobbit. The story of the video game illuminates the fate of some characters that are mentioned in The Lord of the Rings, but they are not a significant part
of its original story. So, the video game expands the whole storyworld of The Lord of
64 Ryan, Marie-Laure: “Transmedia narratology and transmedia storytelling”, In: Artnodes no. 18
(Barcelona: Universitat Oberta de Catalunya, 2016) page 1–10.
65 Jenkins, Henry: The Aesthetics of Transmedia: In Response to David Bordwell (Part One), (The
Official Weblog of Henry Jenkins, 2009), http://henryjenkins.org/blog/2009/09/the_aesthetics_of_
transmedia_i.html [last accessed on 2019.08.23].
66 See Fn. 64.
67 Ryan, Marie-Laure: “Transmedia narratology and transmedia storytelling”, In: Artnodes no. 18
(Barcelona: Universitat Oberta de Catalunya, 2016) page 1–10.
Storyworlds
27
the Rings. This process is what we call transmedia storytelling. The storyworld got
expanded through different media.
Transmedia storytelling has gained much attention in the past years and was
treated like a modern phenomenon, but it is an already known phenomenon that
could be traced back through human history. For example, narratives from Greek
mythology have got distributed through various media and channels, like sculpting,
architecture, drama, and epos. A further example is narratives from the bible, that
were told by preachments, altarpieces, church-windows, and passion plays because
many people were not able to read in medieval times.68
The new discourse of transmedia storytelling in modern days could be induced by
the appearance of new media types, a new configuration of media systems, and a
more participatory audience.69
3.3 Storyworlds
As transmedia storytelling was defined in the previous chapter, the term storyworld
was mentioned frequently. This chapter clarifies what a storyworld is and which
components belong to a storyworld.
A storyworld could be defined as a mental representation of the world where the
narrative takes place. Because a transmedia narrative could be fictional as well as
non-fictional, it is suggested to avoid the term “fiction-world.” Ryan claims that a
storyworld is more than a static container for the events that happen in the story; it
is more like a mental simulation of the story plot.70 Furthermore, she suggests the
definition of a static and dynamic component of storyworlds:71
Static components
1. Inventory of beings whose existence is tacitly assumed
2. The folklore that belongs to these beings
3. A space with geographic features
4. Several principles
5. Several social rules and worths
Dynamic components
1. Physical events that affect existing things
2. Mental events that provide meanings to physical events (for example motifs and
emotional relationships
68 Ryan, Marie-Laure: “Transmediales Erzählen im Zeitalter der Medienkonvergenz”, In: “Medien.
Erzählen. Gesellschaft” (De Gruyter: Berlin, 2013) page 88.
69 Jenkins, Henry: The Aesthetics of Transmedia: In Response to David Bordwell (Part One), (The
Official Weblog of Henry Jenkins, 2009), http://henryjenkins.org/blog/2009/09/the_aesthetics_of_
transmedia_i.html [last accessed on 2019.08.23]
70 Ryan, Marie-Laure: “Transmediales Erzählen im Zeitalter der Medienkonvergenz”, In: “Medien.
Erzählen. Gesellschaft” (De Gruyter: Berlin, 2013) page 90 et seq.
71 See fn. 69.
28
Principles of Transmedia Storytelling
An alternative approach for storyworld components is given by Lisbeth Klastrupp
and Susana Tosca, which defined three core features of transmedia worlds:72
–
–
–
Mythos – The determination of conflicts and battles of the world that expose its
beings. It also contains specific lore about items and creatures that are unique to
this world.
Topos – The setting of the world in a historical period and with detailed geography.
Ethos – The explicit and implicit ethics of the world.
Component one, three, and four of Ryans approach correspond with Topos. Component two corresponds with Mythos and component five with Ethos. In contrast to
Ryans approach, there are no dynamic components defined.
The further course of this master thesis sticks to the approach of Marie-Laure
Ryan, because the addition of events within the storyworlds makes it more vivid and
closer to reality, and is, therefore, more in line with perceptions from the next chapter (Chapter 4 – Examination of the fantasy genre).
Three possible relations exist between a storyworld and several documents (e.g.,
text-documents):
One-to-one relation:
In this case, a document designs exactly one storyworld and represents the only
access to it. This relation is not possible in real life because various recipients build
different mental models of the storyworld. Maybe the recipients build the same mental models of the events within the storyworld, but for sure, in different visualizations and interpretations.
One document – various worlds relation:
This relation is present when the document is uncertain in a way that every recipient builds another storyworld. For example, video games that adapt a story while
depending on the choices of the player.
Various documents – one world relation:
In this case, various documents design the same storyworld. This relation fits the
concept of transmedia storytelling. However, this relation could also be criticized by
the question of whether the various documents design the same world or just similar worlds, depending on the recipient’s mental model.
This concept raises the question of the relation between the various documents
that contain the same world – in the case of this master thesis – especially for fictional
fantasy worlds. The relations between various documents or media that contain the
same world will be elucidated in the next subchapter by the concept of transfictionality.
72
Klastrup, Lisbeth/Tosca, Susana: “Transmedial Worlds – Rethinking Cyberworld Design”, In: Center
for Computer Games Research (Copenhagen: IT University of Copenhagen, 2014) page 5.
Storyworlds
29
3.4 Transfictionality
The term transfictionality was defined by Prof. Richard Saint-Gelais. Transfictionalty
refers to the sharing of fictional elements in various documents that belong to the
same medium, typically narrative literature.73 Transmedia storytelling could be seen
as a particular form of transfictionality where fictional elements roam through multiple documents of different media types. These fictional elements could be characters, fantastic locations, events, or even the whole fictional world.74
In other words, transfictionality links various documents that contain the same fictional world. This linking relies on three crucial operations that were explained by
Lubomír Doležel75 and Marie-Laure Ryan:76
Extension:
New stories will be added to the original fictional world while respecting its
established parameter. For example, telling new stories about secondary characters
or extending the time of the original through prequels and sequels.
Modification / displacement:77
The plot of the original narrative going to be changed essentially – for instance, giving new endings or changing the relationship between fictional characters.
Transposition:
Transporting the plot into a different temporal or spatial setting. For example, the
plot of Disneys “Beauty and the Beast” was transported into the USA of the 21st century for the film “Beastly” that was released in 2011.
Quotation:78
A quotation describes the using of fictional elements from a certain storyworld
within a different and completely unrelated storyworld – for example, the use of
lightsabers from Star Wars within the storyworld of Harry Potter.
73
74
75
76
77
78
Saint-Gelais, Richard: “Transfictionality”, In: Routledge Encyclopedia of Narrative Theory (London:
Routledge, 2005) page 612 et seq.
Ryan, Marie-Laure: “Transmedia narratology and transmedia storytelling”, In: Artnodes no. 18
(Barcelona: Universitat Oberta de Catalunya, 2016) page 1–10.
Doležel, Lubomír: Heterocosmica: Fiction and Possible Worlds (Baltimore: John Hopkins University
Press , 1998) page 206 et seq.
Ryan, Marie-Laure: “Transmediales Erzählen im Zeitalter der Medienkonvergenz”, In: “Medien.
Erzählen. Gesellschaft” (De Gruyter: Berlin, 2013) page 91 et seq.
Doležel use the term “displacement” and Ryan the term “modification”. I prefer the term
“modification” because “displancement” point to a context that is already covered by “transposition”.
“Quotation” is a operation defined by Ryan only, and was not mentioned by Doležel.
30
Principles of Transmedia Storytelling
Transfictional operations that link fictional storyworlds through various document
relate to the original storyworld in different ways:79
–
–
–
Overlapping with the original storyworld by modification and transposition.
Inclusive the original storyworld by the extension through various creators.
Being an original part of the same storyworld by the extension through the same
creator.
Figure 3 Transfictional operations (Source: Personal collection leaned on Marie-Laure
Ryan).
These relations and operations enable the opportunity to explore the fundamental
processes for transmedia storytelling and what is necessary, that the audience comes
to the term that multiple documents contain the same fictional storyworld.
3.5 Transmedia story systems
The following subchapter discusses what relations and strategies are most common
and useful for a transmedia storytelling system concerning fictional content.
Extensions are the most common relations between media documents that are
inside of a transmedia storytelling system. Modifications and transpositions are much
less common than extensions because these relations threaten the integrity andconsistency of the original storyworld80. The communication scientist Carlos Alberto
Scolari defined four strategies to expand a storyworld:81
Ryan, Marie-Laure: “Transmediales Erzählen im Zeitalter der Medienkonvergenz”, In: “Medien.
Erzählen. Gesellschaft” (De Gruyter: Berlin, 2013) page 95.
80 Ryan, Marie-Laure: “Transmediales Erzählen im Zeitalter der Medienkonvergenz”, In: “Medien.
Erzählen. Gesellschaft” (De Gruyter: Berlin, 2013) page 97.
81 Scolari, Carlos Alberto: Transmedia Storytelling: Implicit Consumers, Narrative Worlds, and Branding
in Contemporary Media Production, In: International Journal of Communication 3 (Barcelona:
University of Catalunya, 2009) page 598.
79
Transmedia story systems
31
The creation of interstitial microstories: These stories enrich the period between
the seasons of a series. Prequels and sequels could also be classified into this kind of
strategy because they expand the period of the original narrative.82
The creation of parallel stories: These stories proceed in the same time-line as the
original story, for example, by unfolding the fate of supporting characters or telling
the story from the antagonist. Parallel stories may evolve and transform into a
spin-off.83, 84
The creation of peripheral stories: Peripheral stories are satellite-stories that have a
strong or less strong relation to the original story, such as publications that contain
specific folklore (see Chapter 3.3. – Storyworlds) from the original storyworld. These
stories could also be transformed into a spin-off.
The creation of user-generated content or the use of fan culture: These stories are
known as fanfictions and could be hosted on blogs or wikis. However, these stories
could belong to modification and transposition, too. For some scientists, there is a
debate on whether this strategy belongs to a transmedia storytelling franchise because
fanfictions are usually outside the copyright owner’s control.85
These strategies are used to expand a single storyworld into a vast transmedia
storytelling system. In the previous chapter, it was declared that every recipient has
his/her unique mental model of the storyworld in his/her mind. Therefore we cannot
talk about a uniform storyworld that is the same for everyone.
However, in practical use, this is precisely how the recipients act. Most recipients go along with the approach that they mean the same uniform world when
talking about Harry Potter or The Lord of the Rings. Maybe every recipient has his/her
very own mental model of a storyworld within his/her mind, but the storyworld is
treated uniformly in public.
The most important factor that a storyworld is perceived consistent by multiple
recipients is the setting of the storyworld. Static components should be retained to
build the storyworlds unity and autonomy, valid for multiple media-documents.86 In
contrast to the static components that retain the storyworld’s unity, the dynamic
components enrich the narrative’s plot.
82 See fn. 80.
83 A spin-offs is a TV-series or film that has arisen out of another TV-series or film that is already
successful.
84 See fn. 80.
85 Jenkins, Henry: Convergence culture – Where old and new media collide (New York: New York
University Press, 2006) page 175 et seq.
86 Ryan, Marie-Laure: “Transmediales Erzählen im Zeitalter der Medienkonvergenz”, In: “Medien.
Erzählen. Gesellschaft” (De Gruyter: Berlin, 2013) page 97 et seq.
32
Principles of Transmedia Storytelling
Ryan defines three typical components for a transmedia storytelling system:87
1. A core of canonic media documents that illustrate the same storyworld. In the
case of The Lord of the Rings, it is the original trilogy.
2. Additional transmedia and cross-media documents, such as adoptions, sequels,
prequels, and spin-offs that usually expand the original storyworld, and got produced under the creator license by external companies.
3. Apocryphal documents that are made by fans and enable operations like modification, transposition, and quotation.
Figure 4 Documents of a transmedia storytelling system (Source: Personal collection leaned
on Marie-Laure Ryan).
These components are standard for transmedia franchises that should be kept in
mind by every media manager that supervises transmedia storytelling systems.
3.6 Summary
Transmedia storytelling relies on the concepts of transmediality and transfictionality
and can appear in many forms, depending on various relations, sub-concepts, operations. A transmedia storytellings system could emerge independently from a cultural recognitions, or it could emerge as a planned strategy of a company.
87 See fn. 85.
Summary
33
The form of transmedia storytelling system that we know from successful commercial examples, such as The Lord of the Rings or Harry Potter, belongs to West Coast
transmediality, is framed by a storyworld with various documents – one world relation, and is designed by several extensions. These extensions are transfictional
operations and appear as interstitial microstories, parallel stories, peripheral stories,
and user-generated content. However, there is a debate on whether user-generated content, such as fanfictions belongs to a transmedia storytelling system because they are
outside of the copyright. Nevertheless, fanfictions and user-generated content are the
basis of transmedia storytelling systems that gained cultural recognition independently.
The storyworld contains several static and dynamic components and is a mental simulation of a world inside the recipient’s mind. Although every recipient has his/her
mental model of the storyworld, the storyworld is treated uniformly in public.
Based on the transfictional operations and the copyright and licensing areas,
there are three essential components of a transmedia storytelling system – first, a core
of canonic media documents that illustrate the same storyworld. Second, additional
transmedia documents that expand the original storyworld under the creator’s
license. Third and last, apocryphal documents that are made by fans.
4 Examination of the Fantasy Genre
This master thesis sets its focus on narratives and media content which belong to
the Fantasy genre. Therefore, this chapter is about to create an appreciation for Fantasy. In the next chapter (chapter five – methods and acquisition), I am going to
explain why I have explicitly chosen Fantasy content to examine transmedia storytelling for the publishing industry.
This chapter explains how to define Fantasy as a genre, what are traits of this
genre, how to distinguish Fantasy from myths, science fiction, and speculative fiction, and how Fantasy can affect the media recipients. As well as examining transmedia storytelling, the study of Fantasy is not part of publishing technology and media
engineering. It refers to the study of literature and narratology. Nevertheless, it is
crucial to understand the type of content that is going to be published to deduce the
right strategy and technology to aim for the highest possible economic success.
4.1 Definition of Fantasy
Fantasy got established as a separate genre with commercial significance in 1973 by
literature reviews.88 In a strict sense, it already established at the end of the 19th century as a genre without commercial significance. William Morris published the
books “The Wood Beyond The World” and “The Well at the World’s End” in 1894 and 1896,
which could be classified completely as Fantasy.89 So William Morris is considered
as the “father of Fantasy”90. In a wider sense, Fantasy as a literature form could hand
back until the ancient times – for example, the “Epic of Gilgamesh” that hands back to
2100 B.C. But this sense is disputed because Fantasy should not put on the same level
as myths, fables, or speculative fiction.91 This factor shows that the term and genre
of Fantasy need a clear definition. There exist many attempts of a definition of Fantasy. The literature critic John Clute offers the following definition approach that
Fantasy is a self-contained narrative with an impossible story that takes place in our world
or a possible story that takes place in an impossible world.92 This definition is very vague
and extensive.
The scientist Dr. Frank Weinreich defines Fantasy by its traits in 2007, as he examines the content that is certainly classified as Fantasy beforehand. The definition
approach “defining Fantasy by its traits” is also made by Fantasy author and editor
88 Pesch, Helmut: Fantasy – Theorie und Geschichte einer literarischen Gattung (Passau: Erster
Deutscher Fantasy Club e.V., 2001) page 16 et seq.
89 Weinreich, Frank: Fantasy – Einführung (Essen: Oldib Verlag Oliver Bidlo, 2007) page 79 et seq.
90 Carter, Lin: Imaginary Worlds – The art of Fantasy (New York: Ballantine Books, 1973) page 20.
91 Weinreich, Frank: Fantasy – Einführung (Essen: Oldib Verlag Oliver Bidlo, 2007) page 63 et seq.
92 Clute, John/Grant, John: The Encyclopedia of Fantasy (New York: St. Martins Press, 1997).
http://doi.org/10.33968/9783966270281-04
36
Examination of the Fantasy Genre
Helmut Pesch in 2001. In 2009 the communicology scientist Dr. Bastian Jenderek
defined Fantasy by its traits based on the spadework from Pesch and Weinreich. Especially the approaches of Weinreich and Jenderek contain nearly the same aspects; only
the systematization of these aspects differs.
In this master thesis, I will make a summarization of the definition approaches
of Pesch, Weinreich, and Jendereck with annotations of new aspects that appeared in
the past years by the envolving media systems. The definition of traits that is given by
these experts appears very conclusive to me because it ascertains crucial elements
that are part of every Fantasy medium story design. These traits also act as a tool to
distinguish Fantasy from literary forms that are very similar to Fantasy but still do
not feel the same – for example, religion, horror, and science fiction. In the next
chapter, I will present a data ascertainment which was processed by three famous
Fantasy storyworld examples. These examples also contain all the traits that I will
introduce now. So it is advantageous to stick to the presented definitions approach.
In general, there are three essential traits of Fantasy:
–
–
–
The secondary world
The metaphysical power
The heroic element
These traits define the Fantasy genre and apply to nearly all examples in specific
designs. In the following paragraphs, I will describe the traits in detail.
4.1.1 The secondary world
The secondary world, also called otherworld or imaginary world, is a world that is
completely fictional or fictional in certain parts of the world. In this master thesis, I
commit to the term “secondary world” for the Fantasy storyworld and “primary world”
for the real existing world.
The secondary world could be completely different from the primary world or
very similar. But the similarity of the primary and secondary world is not the crucial
aspect to distinguish these from each other.
For example, the secondary world of The Lord of the Rings “Middle-Earth” is completely different from the primary world in its geography and nature. So it is clear
that they are not the same, but Middle-Earth could be a real existing world nevertheless. It could be technically possible to reach middle earth someday. So this would
be more fitting to science fiction than Fantasy.
The crucial aspect is the otherness in physical aspects like space, time
and causality. When things inside the world happen that are not part of the
empirical field and cause an otherness in only one of the physical aspects,
the world reveals oneself as a secondary world.93 The probably most common
93 Jenderek, Bastian: Fantasy und Realität – Eine empirische Untersuchung zur Wirkung des Genre
Fantasy (Hamburg: tredition GmbH, 2009) page 7 et seq.
Definition of Fantasy
37
thing, which disclosed the secondary world, is the trait of metaphysical power or
magic.
For example, the world of Harry Potter is seemingly the same as the primary
world. But it is the functioning of magic that causes things that are impossible in our
primary empirical world, and so this aspect determines the world of Harry Potter as
the secondary one. Magic or a certain metaphysical power is also the aspect that sets
middle earth and The Lord of the Rings to Fantasy.
Besides the otherness in physical aspects, the secondary world should have an
inner coherence and seriousness. The secondary world follows norms that provide
an inner coherence. Although the secondary world differs from the primary one, the
secondary world scoops from the primary world. They are linked, at least from the
aspect that the creator or author of the secondary world lives inside the primary
world.94 Dr. Jenderek explains that it is difficult to build consistency within the secondary world because the recipient handles information with perceptual strategies
based on the experience that the recipient gained from the primary world. So the
recipient compares information from a secondary world with pieces of information
from the primary world, to avoid inconsistency.95 J.R.R. Tolkien states that in practice,
it is harder to create inner consistency of reality, the less the description and imagination of things inside the secondary world resemble the primary world.96 So this state
confirms the theory that the more the secondary world resembles the primary one,
the more inner consistency and coherence come along.
The seriousness of the secondary world comes along with claiming supernatural
happenings as real facts inside this world. The functioning of magic is a common
fact inside the world of Harry Potter. In contrast, the protagonist in Lewis Carrolls
“Alice” knows that all supernatural things are supernatural and not common or even
possible to the real world.97
The last and probably most trivial trait of the secondary world is that it should
contain the metaphysical power, heroes, and creatures.98
In conclusion, the secondary world needs to:
–
–
–
–
reveal itself as the secondary world in distinction from the primary world,
have an inner coherence and consistency,
take itself seriously (keeps a secondary reality)
and contains all the metaphysical power and beings inside
In the next chapter, I will take a closer look at the trait of metaphysical power.
94 Weinreich, Frank: Fantasy – Einführung (Essen: Oldib Verlag Oliver Bidlo, 2007) page 24 et seq.
95 Jenderek, Bastian: Fantasy und Realität – Eine empirische Untersuchung zur Wirkung des Genre
Fantasy (Hamburg: tredition GmbH, 2009) page 8 et seq.
96 Tolkien, John Ronald Reuel: On Fairy-Stories, In: Gute Drachen sind rar. (Stuttgart: Klett-Cota,
1984) page 103.
97 Clute, John/Grant, John: The Encyclopedia of Fantasy (New York: St. Martins Press, 1997) pag 874.
98 Jenderek, Bastian: Fantasy und Realität – Eine empirische Untersuchung zur Wirkung des Genre
Fantasy (Hamburg: tredition GmbH, 2009) page 5 et seq.
38
Examination of the Fantasy Genre
4.1.2 Metaphysical power
The metaphysical power is the main trait that makes it possible to distinguish the
secondary world from the primary world. It is the explanation of any phenomenon
that can not be explained by the laws of physics. Therefore, metaphysical power is an
aspect that breaks with reality.99 It delivers causalities for events that are impossible
in the primary word.
The metaphysical power expresses itself in different versions depending on the
Fantasy narrative – for example, it is magic in Harry Potter and the force in Star Wars.
It is crucial for the excitement of the story and the consistency of the secondary
world that the metaphysical power or magic follows self-imposed restrictions.100 For
example, magic needs mental exertion and works only under certain circumstances.
Such restrictions avoid overreaching within the story and support the causality
principle that we know from the primary world.101
The metaphysical power generates consequences that affect the nature of the secondary world. Such consequences implement themselves in the form of magical
creatures and objects, like elves, orcs, dragons, or magic wands. Furthermore, the
magic affects the characters of the story.102
The academic Dörthe Schilken postulates two terms that describe and embrace
the consequences of metaphysical power – Fantasy Inventory and Fantasy Structure.103
Fantasy Inventory includes magical objects, magical creatures, technology, morals,
and the society of the secondary world.104 Fantasy Structure includes general narratological characteristics of the genre.105
Besides, Jenderek divided magical objects into two different types, based on
Schilken’s theory:106
First, objects that can only be used by a certain person or objects that pursue a
certain purpose. Jenderek called these objects “specific symbols of power”, and they
are an indication for the determinism of the story, an element that I will describe
in the next chapter. For example, The One Ring of The Lord of the Rings can only be
used by The One Ring to pursue the purpose of subjugating all other beings in middle
earth.
99 Weinreich, Frank: Fantasy – Einführung (Essen: Oldib Verlag Oliver Bidlo, 2007) page 27 et seq.
100 Clute, John/Grant, John: The Encyclopedia of Fantasy (New York: St. Martins Press, 1997) page 615
et seq.
101 Eddings, David; Eddings, Leigh: Der Riva-Kodex. Bergisch-Gladbach: Bastei Lübbe, 2000).
102 Jenderek, Bastian: Fantasy und Realität – Eine empirische Untersuchung zur Wirkung des Genre
Fantasy (Hamburg: tredition GmbH, 2009) page 12 et seq.
103 Schilken, Dörthe: Die teleologische Reise von der christlichen Pilgerallegorie zu den Gegenwelten der
Fantasy-Literatur. (Würzburg: Könighausen und Neumann, 2002).
104 Schilken, Dörthe: Die teleologische Reise von der christlichen Pilgerallegorie zu den Gegenwelten der
Fantasy-Literatur. (Würzburg: Könighausen und Neumann, 2002) page 245 et seq.
105 Schilken, Dörthe: Die teleologische Reise von der christlichen Pilgerallegorie zu den Gegenwelten der
Fantasy-Literatur. (Würzburg: Könighausen und Neumann, 2002) page 245.
106 Jenderek, Bastian: Fantasy und Realität – Eine empirische Untersuchung zur Wirkung des Genre
Fantasy (Hamburg: tredition GmbH, 2009) page 13 et seq.
Definition of Fantasy
39
Second, objects that can be used by a random person with no specific purpose.
Jenderek called these objects “general symbols of power”, and they are an indication for
the existence and functioning of metaphysical power.
4.1.3 The heroic element
The last main trait to define Fantasy is the heroic element and consists of two components.
The first component is the existence of heroic characters in the secondary world.
The heroic characters are the agents of the Fantasy story. The element includes protagonists, antagonists, failing, and inconspicuous characters. They are mostly
involved in adventurous situations.107
The second component is the quest of the heroic characters. The heroic character confronts an enormous mission or hindrance which the character has to fulfill
or overcome. In this case, the heroic character often makes use of his/her supernatural power or supernatural tool or a combination of both.108 The quest is the
basic theme of the narrative, enables orientation to well-known structures for the
author, and generates a certain expectation for the recipient.109
For example, Harry Potter has the heroic quest to defeat the almighty black
magician Lord Voldemort. Both Harry Potter and Lord Voldemort are heroic characters of the story. Harry uses his magical nature and a magic wand to defeat Lord
Voldemort. So he made use of his magical power and also of a tool that supports him
in his quest.
Furthermore, Jenderek defined a further component of the heroic element that
is typical, but not necessary for the Fantasy genre – the “foregone fate.” The heroic
character must pursue the foregone, which ensures that the heroic character can not
vanish out of the story until the agent fulfills his/her foregone. Within the story, the
foregone is often recognizable by the appearance of an oracle or prophecy. In this
case, free choices of the heroic characters or coincidence are just an illusion.110
For example, there is a prophecy that foretells that someone (Harry Potter) will
appear “with the power to vanquish”111 Lord Voldemort and Lord Voldemort “[…] will mark
him as his equal […], and either must die at the hand of the other for neither can live while the
other survives[…]”112. This prophecy is an indication of the foregone of Harry Potter.
This component seems to be trivial because, of course, the creator of the story
defined the whole plot. The protagonist is fictional, as well as the storyworld, and no
107 Weinreich, Frank: Fantasy – Einführung (Essen: Oldib Verlag Oliver Bidlo, 2007) page 23.
108 Weinreich, Frank: Fantasy – Einführung (Essen: Oldib Verlag Oliver Bidlo, 2007) page 23 et seq.
109 Jenderek, Bastian: Fantasy und Realität – Eine empirische Untersuchung zur Wirkung des Genre
Fantasy (Hamburg: tredition GmbH, 2009) page 15 et seq.
110 Jenderek, Bastian: Fantasy und Realität – Eine empirische Untersuchung zur Wirkung des Genre
Fantasy (Hamburg: tredition GmbH, 2009) page 15 – 21.
111 Rowling; Joanne K.: Harry Potter and the Order of the Phoenix, Chapter 37 – The Lost Prophecy
(London: Bloomsbury, 2003).
112 See fn. 111.
40
Examination of the Fantasy Genre
one inside this world is real existing and, therefore, able to make free and independent decisions.113
In my opinion, the foregone that exposes itself in the form of a prophecy or oracle with the storyworld is a typical trait of the Fantasy story. Besides, the unawareness of the hero in regards to his/her foregone is a reassurance for the seriousness of
the secondary world and its secondary reality. Lastly, new media systems, like computer games or ebooks with a decision-based story-line, could involve the recipient
to submit to or change the foregone. Such participation could be a design strategy
and even a competitive advantage.
These genre-typical components of the heroic element belong to the Fantasy
Structure, the term that Schilkens has defined besides the Fantasy Inventory.
4.1.4 Demarcating Fantasy from related terms and genres
When people talk about Fantasy, there are a lot of various related terms and genres
besides Fantasy that could appear. Such as speculative fiction, myths, and fables. I
want to ensure a clearer definition of Fantasy by demarcating it from related terms
and genres. In my opinion, such clarification could help detecting specifications
and potential publishing opportunities, too.
Speculative fiction
Speculative fiction is a collective term for literary works with content that cross the
border of the understandable empirical reality.114 So, speculative fiction involves
Fantasy, myths, sagas, fairytales, fables, horror, and much more literary genres.
Myths
Myths are oral traditions of gods, heroes, and supernatural creatures.115 In contrast to Fantasy, myths claim extern veracity and validity or, at least, they claimed
it in time of their emergence. Until medieval times, myths had the status of a
non-fictional text because they were the figurative explanation of the world.116
The Fantasy genre claims inner veracity concerning the secondary reality concept.
Nevertheless, Fantasy scoops from myths by using figures, metaphors, and
symbols that appear in myths, such as dragons, dwarfs, elves, and so on.117 This
factor does not apply to Fantasy only. Further various sub literary forms come
under speculative fiction scoops from myths, too.
113 Jenderek, Bastian: Fantasy und Realität – Eine empirische Untersuchung zur Wirkung des Genre
Fantasy (Hamburg: tredition GmbH, 2009) page 16 et seq.
114 La Blanc, Thomas: Was ist eigentlich Fantasy? In: Tolkien Times (Stuttgart: Klett-Cotta, 2003) page 3.
115 Brockhaus Enzyklopädie Online: Mythos. NE GmbH | Brockhaus, 2019, https://brockhaus.de/ecs/
permalink/A4C08F6CAF6B5CEBE9C3B665379EB21A.pdf [last accessed on 2019.09.27]
116 Rühling, Lutz: Vorraussetzungen und Grundlagen der Literaturwissenschaft, In: Grundzüge der
Literatur Wissenschaft (Munich: DTV, 1997) page 29.
117 Waggoner,Diana: The Hills of Faraway (New York: Atheneum, 1978) page 21.
Definition of Fantasy
41
Furthermore, myths provide a meaningful function to Fantasy. The events of a
Fantasy story, as well as the whole secondary world, reflect real events from the
primary world.118 Fantasy does not explain the world as myths did, but it comments
on the primary world.119
Religious texts, sagas, fairytales, and horror
All these literary forms use supernatural elements. Religious texts use supernatural
elements like angels, devils, or monsters to symbolize and explain their ideology
and dogma. But they address the primary world and do not create a secondary world.120
It is nearly the same with horror. In horror, supernatural creatures, like vampires,
demons, and werewolves, break into the primary world to provide an entertainment
experience.121
Sagas are oral traditions that make use of supernatural things, such as giants,
dragons, witches, and much more. But sagas have a strong reality- aspiration and
often address real places, times and persons of the primary world, and do not create
a secondary world as well.122
Fairytales have a wide more fictional composition than sagas. In the time of the
Grimm Brothers, fairytales got a definition as an independent literary form initially,
marked-off from the saga. Fairytales are oral or written narratives, mostly based on
folktales. They do not necessarily name a certain place or time where the story happens.123 Fairytales feature the same structure as Fantasy, but most of them are based
on folktales. Therefore, they address the primary world and do not create a secondary
world or show the necessary pitch of seriousness and inner coherence that Fantasy
requires. Nevertheless, it is possible to view Fantasy as the advancement of fairytales.124
Many bestseller lists and statistics mention Fantasy in the same breath as
science fiction. But in the proper meaning, science fiction is not even part of the
speculative fiction. The content of science fiction takes up narratives about future
developments and events that break the current state of technical and scientific borders.125 In this case, science fiction could build fantastic conjectures, but it appeals
that it could be technically possible in the future, while it does not appeal to a metaphysical power, like magic or the force.126
118
119
120
121
122
123
124
125
126
Weinreich, Frank: Fantasy – Einführung (Essen: Oldib Verlag Oliver Bidlo, 2007) page 32 et seq.
Waggoner,Diana: The Hills of Faraway (New York: Atheneum, 1978) page 6 et seq.
Weinreich, Frank: Fantasy – Einführung (Essen: Oldib Verlag Oliver Bidlo, 2007) page 60 et seq.
Weinreich, Frank: Fantasy – Einführung (Essen: Oldib Verlag Oliver Bidlo, 2007) page 29 et seq.
Brockhaus Enzyklopädie Online: Sage. NE GmbH | Brockhaus, 2019, https://brockhaus.de/ecs/
permalink/DAD1F292751EEC94F609483A4DA28EA7.pdf [last accessed on 2019.09.30]
Brockhaus Enzyklopädie Online: Märchen. NE GmbH | Brockhaus, 2019, https://brockhaus.de/
ecs/permalink/453B77062986C05BE545A4FD9D83FADF.pdf [last accessed on 2019.09.30]
Jenderek, Bastian: Fantasy und Realität – Eine empirische Untersuchung zur Wirkung des Genre
Fantasy (Hamburg: tredition GmbH, 2009) page 3.
Brockhaus Enzyklopädie Online: Science Fiction. NE GmbH | Brockhaus, 2019, https://brockhaus.
de/ecs/permalink/825FDD55C2A2E962E6AA53FD28578471.pdf [last accessed on 2019.10.07]
Weinreich, Frank: Fantasy – Einführung (Essen: Oldib Verlag Oliver Bidlo, 2007) page 30/67 et seq.
42
Examination of the Fantasy Genre
Figure 5 Classifiction of speculative fiction (Source: Personal collection).
4.1.5 Summary
In conclusion, it is hard to find a normative definition of the Fantasy genre. It seems
more appropriate to make a descriptive definition since many cross-border and diverse
examples of this genre are taken into account. The Fantasy genre is part of speculative
fiction, carries on traits of the fairytale-literature genre, and consists out of three main
traits: the secondary world, the metaphysical power, and the heroic element.
The secondary world is self-contained, maintains a certain inner coherence and
seriousness, and isolates itself clearly from the primary world. The metaphysical
power is a fact inside the secondary world, supports the distinction from the primary
world, and causes the Fantasy inventory. The Fantasy inventory consists of magical
objects and creatures that have a link to the Fantasy structure. The appearance of
heroes that have special abilities, handicaps, or quests is part of the heroic element
that causes the Fantasy structure.
Two further crucial aspects that distinguish Fantasy from other genres are that
all supernatural elements are common facts inside the secondary world, and Fantasy
does not address the primary world.
The German Fantasy market
43
Figure 6 Fantasy components (Source: Personal collection).
4.2 The German Fantasy market
This subchapter examines the German market of Fantasy media. An essential part
of this master thesis is the survey (see chapter 5) about the consumption of Fantasy
media across different media types. This survey was executed in Germany, and
therefore it is advisable to set the focus on the German Fantasy market.
4.2.1 Fantasy in TV, films, and series
The institute of public opinion poll Allensbach published two statistics that make a
statement about the Fantasy genre in the German TV landscape. First, in 2019, 15.8%
of all interviewees declared the Fantasy genre as their favored TV format.127 This is
a growth of 0.6% in comparison to 2017, where it only was 15.2% of all interviewees.128 Second, 13.46 million Germans stated that they watch Fantasy and science
fiction on TV willingly, and 11.14 million Germans watch Fantasy and science fiction on TV especially.129 Unfortunately, in the first quoted statistics, there is no
127 IfD Allensbach: Beliebteste Fernsehformate in Deutschland in den Jahren 2017 bis 2019. Statista,
Statista GmbH, 2019. https://de.statista.com/statistik/daten/studie/171208/umfrage/beliebtestefernsehformate/ [last accessed on 2019.10.14].
128 See fn. 127.
129 IfD Allensbach: Bevölkerung in Deutschland nach Beliebtheit von Science-Fiction- und Fantasy-Filmen
44
Examination of the Fantasy Genre
number of total questioned interviewees given, so it is not possible to make a statement about the validity of the reference value.
Statista, a German web portal for statistics, published a statistic about the TV
consumption behavior in Germany, too. Their results reveal that 42% from a total of
923 interviewees that are between 16 and 64 years old stated that they generally
watch Fantasy content on TV.130 This is the fifth-largest share of the total results. The
institute of public opinion poll Allensbach survey people from 14 years old and
could have a more significant reference value of interviewees.
A statistic from the Norstat, a German market research institute, go adrift from
the only TV and reveal results of the most favored series genres with relation to
video-on-demand platforms, streaming platforms, and TV. In this statistic, 12%
from a total of 1416 interviewees stated Fantasy as their most favored series genre,131
and this represents the third-largest share of all given genres.
An information graphic from Statista supports the results of the Norstat statistic
that the Fantasy genre proves popular on series. This information graphic shows the
amount of drama, comedy, and Fantasy/ science fiction genres in the upcoming
series list of Netflix, HBO, Amazon Prime Video, Hulu, and Apple TV, effective 16th
October 2018. The information graphic reveals that 20% of a total of 257 upcoming
Netflix series are from Fantasy or science fiction genres. In the case of Amazon Prime
Video, it is 25% of 97 upcoming series, 17% of 64 upcoming series for HBO, 9% of 53
upcoming series in the case of Hulu, and the last 17% of 23 upcoming series for
Apple TV. For Netflix and Amazon Prime Video, Fantasy and science fiction represent
the second-biggest share, and for the rest, it is the third-largest share.132
A further indicator of how Fantasy is established on the German and even global
media market is the success of film series. The web portal Box Office Mojo published a list of film series ranked by box-office revenues until July 2019. Now take a
close look at only the top three of this list:133
130
131
132
133
im Fernsehen von 2015 bis 2019 (Personen in Millionen). Statista, Statista GmbH, 2019. https://de.
statista.com/statistik/daten/studie/171204/umfrage/interesse-an-science-fiction-und-fantasyfilmen/ [last accessed on 2019.10.14].
Statista: Welche Art Filme und Shows konsumieren Sie generell im Fernsehen (Übertragung/Kabel/
Satellit)?. Statista, Statista GmbH. https://de.statista.com/prognosen/999813/umfrage-indeutschland-zu-beliebten-fernseh-genres [last accessed on 2019.10.14].
Norstat: Welches Serien-Genre schaust Du am liebsten?. Statista, Statista GmbH, 2017. https://
de.statista.com/statistik/daten/studie/788528/umfrage/beliebtheit-von-serien-genres-in-deutschland/ [last accessed on 2019.10.14].
Brandt, M.: Netflix setzt auf Comedy, Amazon auf Drama. Statista, Statista GmbH, 2018. https://
de.statista.com/infografik/15794/anzahl-genres-kommender-serien-von-video-streaminganbietern/ [last accessed on 2019.10.14].
Box Office Mojo: Ranking der nach Einspielergebnis erfolgreichsten Filmreihen und -franchises
weltweit bis Juli 2019 (in Milliarden US-Dollar), Chart 16th June 2019. Statista, 2019. https://de.
statista.com/statistik/daten/studie/932924/umfrage/erfolgreichste-filmreihen-und-franchisesnach-einspielergebnis/ [last accessed on 2019.10.14].
The German Fantasy market
–
–
–
45
The Marvel Universe with 22.29 billion USD,
The Star Wars series with 9.49 billion USD,
The magical world by J.K. Rowling with 9.19 billion USD.
The Star Wars series belongs to the Fantasy or science fiction genre, relative to the
respective notion. The magical world by J.K. Rowling belongs clearly to the Fantasy
genre. The Marvel Universe is a film series based on the origin of the Marvel comics
and tells about superhero adventures. Such superhero stories represent a sub-genre
of Fantasy by matching nearly all traits of the Fantasy definition. For sure, there are
also superhero stories that break the border of the Fantasy definition, but in the
case of Marvel, the films match the defining traits of the Fantasy genre. Some superheroes have metaphysical power, the heroic element, and Fantasy structure is the
most distinctive trait of superhero stories, and the secondary worlds reveal itself by
the functioning of metaphysical power and the appearance of supernatural creatures,
objects, and side planets. In conclusion, all these three series of bestsellers exhibit
many Fantasy traits or belong to this genre completely. In total, 9 of 20 film series in
this list exhibit Fantasy traits or belong to this genre entirely.
4.2.2 Fantasy in books
The Fantasy and science fiction genre represented 5.2% of the whole belletristic
book trade revenue in 2018. In contrast to 2010, with 8.1% of the total belletristic
book trade revenue, Fantasy and science fiction literature suffer a loss of 2.9%.134
The total revenue of the German book trade amounts to 9134 million euros,135 with a
share of 31.5%136 for belletristic literature. Therefore, the belletristic revenue share
amounts to approximately 2877 million euros, and consequently, the Fantasyscience fiction share amounts to approximately 147 million euros in 2018. A projection based on the book trade sales trend predicts the growth of up to 4420 million
euros annual turnover until the year 2022.137 As a result, one could predict that the
134 Börsenverein des Deutschen Buchhandels: Entwicklung des Umsatzanteils der Editionsform
Science-Fiction und Fantasy in der Warengruppe Belletristik im Buchhandel in Deutschland in den
Jahren 2009 bis 2018. Statista, Statista GmbH, 2019. https://de.statista.com/statistik/daten/
studie/984310/umfrage/entwicklung-des-umsatzanteils-der-editionsform-science-fiction-undfantasy-im-deutschen-buchhandel/ [last accessed on 2019.10.14].
135 Börsenverein des Deutschen Buchhandels: Geschätzte Umsätze im deutschen Buchhandel in den
Jahren 2007 bis 2018 (in Millionen Euro). Statista, Statista GmbH, 2019. https://de.statista.com/
statistik/daten/studie/195369/umfrage/umsaetze-im-deutschen-buchhandel-seit-2007/ [last
accessed on 2019.10.21].
136 Börsenverein des Deutschen Buchhandels: Umsatzanteile der einzelnen Warengruppen im
Buchhandel in Deutschland in den Jahren 2017 und 2018. Statista, Statista GmbH, 2019. https://de.
statista.com/statistik/daten/studie/71155/umfrage/umsatzanteile-im-buchhandel-im-jahr-2008nach-genre/ [last accessed on 2019.10.21].
137 PwC: Umsatz auf dem deutschen Buchmarkt in den Jahren 2005 bis 2017 und Prognose bis 2022 nach
Segmenten (in Millionen Euro). Statista, Statista GmbH, 2018. https://de.statista.com/statistik/
daten/studie/164550/umfrage/prognostizierter-umsatz-auf-dem-buchmarkt-in-deutschland-
46
Examination of the Fantasy Genre
annual turnover for Fantasy and science fiction could grow as well, conditional
from the supply and demand of the next years.
A further statistic reveals that 43% from a total of 1025 interviewees read Fantasy
literature at regular intervals.138 This result could be an indicator that the popularity
of Fantasy is not properly represented through the revenue share.
In conclusion, the annual revenue share of the Fantasy and science fiction genre
has sunk in recent years, but it seems to be still relevant inside the reading habits of
German readers.
4.2.3 Fantasy in computer games
For computer games, it is more elaborate to locate the Fantasy genre inside this
media market, because computer games mostly classify themselves by their game
mechanics, the main technical traits and structures. The genre of the content or
narrative is a subsidiary for this media. Therefore, computer games are classified
as a shooter, role game, jump ’n’ run or beat’em up and not as thriller, Fantasy, or historical games. The reason for this issue could be that a computer game does not
have to contain a narrative. For example, simulation or puzzle games often have a
narrative that is not sufficient to get classified or even get recognized as a narrative.
In these cases, the narrative is more like an explanation of deeds. In conclusion,
not all computer cames have a sufficient narrative, but all computer games have a
structural and technical schematic that seemingly builds the basis of standard classification.
Nevertheless, there is an adequate way to locate the Fantasy genre in the market of computer games. Germany is the third biggest market for computer games in
the world besides the United States and China, with an annual revenue of 4430
million US-dollar.139 The service host for PC building and technical web blog WePC
published the worldwide unit sales of the best selling PC and console games of all
times, based on data provided by VGchartz, an intelligence, and research firm. The
game’s narratives of these best selling lists can be checked with the Fantasy traits to
make a statement about how many of these bestselling games include Fantasy narratives.
In the case of bestselling PC games of all time, there are samples that contain
narratives and secondary worlds that clearly belong to the Fantasy genre, such as Star
Wars, the Warcraft-franchise, The Elderscrolls V: Skyrim and Diablo III. The Warcraft
franchise developed by Blizzard Entertainment has multiple storyworlds, such as Azeroth and Draenor, that are geographically totally different from our primary world –
seit-2005/ [last accessed on 2019.10.21].
138 Statista: Welche Genres lesen Sie regelmäßig?. Statista, Statista GmbH, 2018. https://de.statista.com/
prognosen/803022/umfrage-in-deutschland-zu-beliebten-literatur-genres [last accessed on
2019.10.14].
139 WePC: 2019 Video Game Industry Statistics, Trends & Data. 2019. https://www.wepc.com/news/
video-game-statistics/ [last accessed on 2019.10.18].
The German Fantasy market
47
magic is functioning, offers a vast Fantasy inventory, such es orcs, dragons, etc., and
various heroes are on their way to fulfill quests to rescue their world from demise.140
The Sims 3
7.95
6.33
Worl of Warcraft
5.23
Diablo III
5.12
Microsoft Flight Simulator
4.86
StarCraft II
Warcraft II
4.21
Half-Life
4.12
World of Warcraft: The…
4.09
3.95
The Elder Scrolls V: Skyrim
The Sims: Unleashed
3.76
The Sims 4
3.74
Doom II
3.61
3.07
The Sims: Vacation
The Sims: Livin Large
2.99
Star Wars: The Old…
2.97
0
10
20
30
40
50
60
70
80
90
Units sold in millions
Figure 7 Worldwide Unit Sales of the Best Selling PC Games of All Times in Million Units
(January 2018) (Source: VGChartz).
The storyline of the Elderscrolls franchise takes place in Tamriel, a secondary world that
differs from the primary world in its geography and the functioning of magic. Tamriel
contains a vast Fantasy inventory including many already mentioned creatures and
objects, and especially in the case of The Elderscrolls V: Skyrim, the hero is on his or her
quest to rescue the land of Skyrim from the danger of dragons.141 The Diablo franchise,
also developed by Blizzard Entertainment, reveals similar properties as the previously
140 World of Warcraft.Blizzard: The story of warcraft. Blizzard Entertainment, Inc, 2019. https://
worldofwarcraft.com/de-de/story/timeline [last accessed on 2019.10.18].
141 Bethesda.Elderscrolls: THE ELDER SCROLLS V: SKYRIM. Bethesda Softworks LLC, a ZeniMax
Media company, 2019. https://elderscrolls.bethesda.net/de/skyrim [last accessed on 2019.10.18].
48
Examination of the Fantasy Genre
mentioned samples and matches the Fantasy genre, too.142 Besides and also very essential, all these samples have an inner coherence and seriousness in their secondary world
and do not address the primary world. In conclusion, six from a total of 15 games in the
bestselling PC games list contain Fantasy narratives and secondary worlds.
Wii Sports
Super Mario Bros.
Mario Kart Wii
Wii Sports Resort
Pokémon Red/Blue
Tetris
New Super Mario Bros.
Wii Play
New Super Mario Bros. Wii
DuckHunt
Nintendogs
Mario Kart DS
Pokémon Gold/Silver
Wii Fit
Kinect Adventures
Wii Fit Plus
GTA: San Andreas
Grand Theft Auto V
Super Mario World
Brain Age: Train Your Brain
0
10
20
30
40
50
60
70
80
90
Units sold in millions
Figure 8 All-time Best-selling Console Games Worldwide of March 2018 (Source: VGChartz).
For console games, the only game franchise that could be related to the Fantasy
genre could be the Pokémon franchise, because the game’s world differs from the
primary world in all relevant attributes, fictional creatures living in this world, and
the player has the heroic quest to become a “Pokémon Master” and save the world
from evil organizations, such as Team Rocket, Team Magma, Team Aqua and so on.143
The world of Pokémon also has an inner coherence and seriousness and do not
142 Diablo.Blizzard: The story of Diablio. Blizzard Entertainment, Inc, 2019. https://eu.diablo3.com/
de/game/the-story-of-diablo/?page=4 [last accessed on 2019.10.18].
143 Pokémon Wiki: The Pokémon Frachise. FANDOM Games Community, Fandom, Inc., 2019. https://
pokemon.fandom.com/wiki/Pok%C3%A9mon (franchise) [last accessed on 2019.10.18].
The German Fantasy market
49
address the primary world. In comparison to Pokémon, the world of Super Mario Bros.
does not have such an inner coherence, amount of information, and seriousness
that would be enough to be classified as a serious Fantasy narrative. In conclusion,
only two from a total of 21 games in the bestselling console games list contains a
Fantasy narrative.
The examination of these lists also reveals that computer games that contain a
Fantasy narrative belong to the classes of open-world, role-play, or tell-tale games
because these classes of computer games can carry the whole storyline and specific
secondary world properties.
In conclusion, many PC games that contain a Fantasy narrative achieved much success. Computer games are primarily classified by their technical and structural
mechanics and traits. The content narrative is only a minor factor for its classification, but it can seemly help to pitch a computer game’s success and establish game
series and even franchises.
4.2.4 In conclusion
The Fantasy genre claims a significant amount of the diverse submarkets of media.
It does not represent the very bestselling genre in TV, film, series, computer games,
or book trade, but it is always among the top five of the bestselling genres, based on
the revenue of the diverse markets in Germany. The creation of a secondary world
and a vast storyline that includes a strong Fantasy structure and a big Fantasy inventory seems to support the establishment of media series and franchises. A piece of
evidence that supports this thesis is that the most successful Fantasy examples of
films, series, and computer games appear as a part of a series, such as Harry Potter,
Star Wars, or World of Warcraft. Even in music can Fantasy narratives appear as part
of concept albums, operas, or audio dramas, whereas they represent an uninvestigated scope of the media industry.
5 Implementation of a Survey:
Consumption of the Same Fantasy
Narrative in Different Media Types
This chapter handles the structure, systematization, process, and results of a survey
that should obtain information to answer and discuss the research questions. The
survey appeals to the consumption of the same fantasy narrative in different media
types, and the results shall provide information about the questions: Do people
consume a fantasy narrative across different media? What media types and forms
consume the target audience preferentially? Is the mothership of a transmedia franchise more often in a book or non-book form? Based on the consumption behavior,
is it possible to infer statements of the narrative’s complexion from it? … and what
are the motives of consuming a fantasy narrative across different media types?
The answers to all these questions are crucial for stating whether transmedia
storytelling has an empiric practical impact on the publishing industry and what can
be learned from it. After all, one goal of this master thesis is the definition of publishing-strategy-proposals, how to make use of a transmedia storytelling system.
The survey was implemented online with the service of the “Survio”, a Czech
company that offers a solution for online surveys. The target audience is consumers
of fantasy content in Germany, and the survey was active for 22 days. The minimum
of participants is limited to one hundred people.
5.1 Methods and systematic
The survey realization bases on three commercial transmedia franchise examples.
The participant can pick only one of the examples, preferably that which the participant is most familiar with. The decision of the participant splits the survey into
three paths with different examples, but with the same pathway, research object,
and amount of question (see figure 07/8). The reason why the survey bases on three
different example are that it was possible to address a broader target audience.
Every transmedia franchise example has two possible so-called motherships
(see chapter 3.2.), which provide enough background information about the respective storyworlds. In each example, one possible mothership is in the form of a book.
The other possible mothership is a non-book media form. For the survey printed
books, e-books and audiobooks are considered as one mothership, because only the
narrative or content matters, not the way of its publishing.
The first example is Tolkien’s storyworld Middle-Earth, represented by The Lord of
the Rings or The Hobbit. All examples will get a detailed description and classification
in the further proceeding (see Chapter 5.1.1 and 5.1.2), but for now, the pathway of
the survey will be explained on the examples of The Lord of the Rings franchise.
http://doi.org/10.33968/9783966270281-05
52
Implementation of a Survey: Consumption of the Same Fantasy Narrative in Different Media Types
The transmedia storytelling franchise of The Lord of the Rings
offers two possible motherships that provide enough information for the consumer to gain a deeper understanding
of the storyworld of Middle-Earth. For this example, the possible motherships are the films of The Lord of the Rings or
The Hobbit trilogy or their own books. So the participant
decides what mothership he or she consumed first in his or
her life. In the next step, the participant provides information on whether he or she also consumed the other mothership. The other media types that are called up are
computer games, comics, and graphic novels, websites,
and web-wikis, and lastly merchandise, and licensed products, such as board and card games.
At the end of the survey, the participant should provide
some personal information to work out further sub-target
audiences. Furthermore, the participant could take part in
a lottery. After gathering the information of the survey, the
results of all three pathways were merged into one total
result.
The survey was created with the help of the Survio service, published and spread on the university distribution
board, various online fantasy forums, and fan communities of the example franchises.
It follows a description of every transmedia franchise
example and an explanation of why these examples have
been chosen for the survey, as well as the gathering of the
personal data of the participants.
Figure 9 Pathways of the survey (Source: Personal collection).
Methods and systematic
53
Figure 10 Pathways of the survey (Source: Personal collection).
5.1.1 Description of the examples
This chapter describes the three transmedia storytelling franchise examples for the
survey and exposes the components of the examples that turn it into a transmedia
storytelling system. Furthermore, it verifies the example’s classification to the genre
fantasy. The aspects and theories in the previous chapters are the basis for this
description with the use of the thereof coming specialized terminology. The examples are J.R.R. Tolkien’s storyworld of Middle-Earth (The Lord of the Rings, The Hobbit),
G.R.R. Martins storyworld of A Song of Ice and Fire or Game of Thrones, and lastly
Andrzej Sapkowski’s storyworld of The Geralt Saga or The Witcher.
5.1.1.1 Tolkien’s storyworld of Middle-Earth
The storyworld around Middle-Earth was created by British novelist John Ronald Reuel
Tolkien (*1882 – 1973),144 first published in the 1930s in the form of books. The first
book that a story takes place in Middle-Earth was the book “The Hobbit: Or There and
Back Again”, first published in 1937.145 Further stories from Middle-Earth followed,
such as “The Lord of the Rings (1954-1955)”146, “The Silmarillion (1976)”, or “Unfinished
Tales of Númenor and Middle-Earth (1980)”. Tolkien’s stories about Middle-Earth transferred into more media types, such as animated cartoons, films, comics, computer
games, and much more, at the end of the 20th century. The probably most famous
story about Middle-Earth is The Lord of the Rings, with over 50 million sold copies of
the trilogy worldwide.147
144 Brockhaus Enzyklopädie Online: J.R.R. (John Ronald Reuel) Tolkien. NE GmbH | Brockhaus, 2019,
https://brockhaus.de/ecs/permalink/A1BA1B4B7AAE49FCAF2DE3A90D44B222.pdf [last accessed
on 2019.10.18].
145 See fn 3.
146 See fn 3.
147 Brockhaus Enzyklopädie Online: Der Herr der Ringe. NE GmbH | Brockhaus, https://brockhaus.
54
Implementation of a Survey: Consumption of the Same Fantasy Narrative in Different Media Types
The secondary world of these stories is “Arda”, which contains the continents
Valinóre, Middle-Earth, the Island Númenor, and Ea, the universe around Arda. The
unity of these places is called “Legendarium”148. Most of the published stories take
place in Middle-Earth. Arda distinguishes itself from the primary world by different
geography, physical impossibilities, and the functioning of metaphysical power.
Furthermore, the society and the state of technology inside the stories are on the
level of the Middle Ages of our primary world.
The metaphysical power is implemented in the form of magic and offers a vast
fantasy inventory – for example, orcs, dragons, dwarfs, magical rings, and gems.
Nearly all stories reveal a heroic element. In the case of The Lord of the Rings,
Frodo Baggins and The Fellowship of the Ring are the protagonists who try to destroy
the One Ring and save Middle-Earth from downfall. The antagonists are Sauron, an
evil ghost-being, Saruman, a corrupted wizard, who seek to keep the One Ring for
themselves and use it to subjugate Middle-Earth. All heroes use special metaphysical
abilities to reach their goals. The quest is to destroy the One Ring and save Middle-Earth
from demise or on the contrary, take the One Ring to gain absolute power and subjugate Middle-Earth.149 These aspects build a fantasy structure.
Some works such as The Silmarillion offer peripheral stories for the canonic stories of The Lord of the Rings or The Hobbit, explaining the history, ethics, and folklore
of Arda. Furthermore, they provide self-contained stories that work as a prequel to
other stories. In conclusion, all these stories build a transfictional system. At the
end of the 20th century and the beginning of the 21st century, a lot of new stories
expanded this system through different media types – for example, the computer
game Middle-Earth: Shadow of Mordor (2014) tells a story that blends into the transfictional system smoothly, and that has never been told before.150 Such media turns
the Legendarium of Tolkien in a transmedia storytelling system.
In conclusion, this example fits into the genre fantasy smoothly and offers an
already built transmedia storytelling system.
5.1.1.2 A Song of Ice and Fire / Game of Thrones
The second example is A Song of Ice and Fire, a series of novels written by American
novelist George Raymond Richard Martin, which builds the basis for the TV drama
series Game of Thrones, aired by HBO. The novel series consists of five volumes, and
two more are planned. The first volume was published in 1996, and until yet, A Song
of Ice and Fire sold over 58 million copies worldwide.151 In recent years, the story has
de/ecs/permalink/F7784296CDF8E9BD91A87AA3455E4398.pdf [last acccessed on 2019.10.18].
148 Ardapedia: Legendarium. Ardiapedia, 2019, http://ardapedia.herr-der-ringe-film.de/index.php/
Legendarium [last accessed on 2019.10.18].
149 Ardapedia: Der Herr der Ring. Ardapedia, 2019, http://ardapedia.herr-der-ringe-film.de/index.
php/Der_Herr_der_Ringe [last accessed on 2019.10.18].
150 Ardapedia: Mittelerde: Mordors Schatten. Arapedia, 2019, http://ardapedia.herr-der-ringe-film.de/
index.php/Mittelerde:_Mordors_Schatten [last accessed on 2019.10.18].
151 A Song of Ice and Fire Wiki: A Song of Ice and Fire, FANDOM Books Community, Fandom, Inc.,
Methods and systematic
55
been adapted as board games, card games, computer games, graphic novels, and
further books that enrich the core story.
The story takes place in a fictional world, primarily upon two continents called
Westeros and Essos. The geography of the world is different from the primary world,
and the social system conforms with the Middle Age and ancient times of the primary world. Furthermore, the functioning of metaphysical power in the form of
magic separates the secondary world from the primary world. It also provides a fantasy inventory consisting of dragons, undead warriors, and magical material.152
The story reveals many heroes that are indistinguishable neither from the protagonist nor the antagonists. The story is written from the point of view of different
characters and deals with civil wars, political integration, and surviving through
various wars and catastrophes. Nevertheless, there are two major characters, each
with a superior quest: Daenerys Targaryen, who tries to take back her kingdom with
the help of three dragons and John Snow, who works to prevent the demise of Westeros by the White Walkers, an undead army. These components built the heroic element and fantasy structure of the story.153
The storyworld by G.R.R. Martin offers many possibilities for the content design
and story arcs, by establishing an extensive social system based on aspects of aristocracy and monarchy. He already published peripheral stories, such as “Fire and
Blood” (2018), a historical background story for the fictional noble house of Targaryen, or “The Wit & Wisdom of Tyrion Lannister” (2013), which illustrates a single
character very profoundly, to enrich the core story. Other companies released computer games that tell side stories from noble houses of Westeros.
In conclusion, the storyworld around Westeros and Essos is part of a transfictional
and transmedia storytelling system and belongs to the fantasy genre by matching all
main traits.
5.1.1.3 The Geralt Saga / The Witcher
The last example is a paradigm for classic transmedia storytelling with the slightest
scope for discussion from all three examples. The Polish novelist Andrzej Sapkowski
published the first book of the Geralt Saga in 1990. He published a variety of short
stories, followed by a series of five novels (1994 – 1999). In 2007 The Witcher, a computer role-playing game based on Sapkowski’s novels, developed by CD Project RED,
was released in Europe. The plot of the game is set five years after the events of Sapkowski’s latest novel from the Geralt Saga.154 CD Project RED released two more significant games in 2011 and 2015 that chronologically extend the story of the Geralt Saga,
2019, https://iceandfire.fandom.com/wiki/A_Song_of_Ice_and_Fire [last accessed on 2019.10.18].
152 See fn. 10.
153 See fn. 10.
154 Witcher Wiki: CD Project’s The Witcher Franchise. FANDOM Games Community, Fandom, Inc.,
2019. https://witcher.fandom.com/wiki/CD_Projekt%27s_The_Witcher_franchise [last accessed
on 2019.10.18].
56
Implementation of a Survey: Consumption of the Same Fantasy Narrative in Different Media Types
and they developed and licensed a range of other games that are part of this storyworld. In conclusion, CD Project RED establishes and controls The Witcher franchise
that contains a series of computer games and graphic novels, based on Sapkowski’s
Geralt Saga. In December 2019, the streaming provider Netflix will release a video
series of The Witcher.
The story of the Geralt Saga takes place on an unnamed planet that resembles
the primary world, but has another geography, and magic is functioning. The setting
of the world conforms to the Middle Ages of the primary world, as the previous
examples did.
Furthermore, the unnamed planet is linked with other dimensions in a multiverse on a route called Spiral, which intensifies the distinction from the primary
world.155 The story of the Geralt Saga often refers to the fairytales of Brothers Grimm
and other folk tales. A point of criticism could be that the novel addresses the primary world and harms the inner coherence and seriousness of the secondary world.
However, in my opinion, it is a simple persiflage, and the secondary world is still
self-contained and preserves its inner coherence and seriousness. Moreover, Weinreich posited that fantasy stories often refer to myths and folk tales from the primary
world.156
The metaphysical power is the basis for a considerable fantasy inventory consisting of several monsters, werewolves, vampires, magical objects, and even traveling
through different dimensions.
The main protagonist of the saga is Geralt of Rivia, a so-called witcher, which is
a mutated monster-slayer. Besides Geralt, there is his adoptive daughter Cirilla, the
sorceress Yennefer of Vengerberg, and Geralt’s companion. Geralt travels across the
world and hunts monsters and ghosts against payments. As he adopts Cirilla, his
quest is to keep her safe and rescue her from the force of evil wizards, political
schemes, and hunting ghosts, which reach out for her.
In the case of the Geralt Saga, it is easy to recognize the transmedia storytelling
system by the computer games that tell the story along, starting from the end of the
novel series. The storyworld also matches the traits of the fantasy genre.
5.1.2 Justification and classification
A lot of commercial fantasy franchises came up in recent decades, and there was a
big choice of examples that could have been chosen for the survey. For example, the
Harry Potter and Star Wars franchises are good examples of transmedia storytelling,
too. Although it is debatable on whether Star Wars should be classified to the fantasy
or science fiction genre. In my opinion, Star Wars matchs all traits of a fantasy genre
with the possible exception of the secondary world. Nevertheless, the story of Star
Wars contains a heroic element, metaphysical power (in this case, the force), the
155 Witcher Wiki: The Witcher series. FANDOM Games Community, Fandom, Inc., 2019. https://
witcher.fandom.com/wiki/The_Witcher_series [last accessed on 2019.10.18].
156 Weinreich, Frank: Fantasy – Einführung (Essen: Oldib Verlag Oliver Bidlo, 2007) page 64 et seq.
Methods and systematic
57
absence of the primary world, and it is possible to gather a fantasy inventory or recognize a fantasy structure. So, Star Wars and Harry Potter would be good examples of
transmedia storytelling franchises, too.
The reasons why they are not part of the survey lay in the similarities of the
chosen storyworld examples, and the differences between the storyworld of Harry
Potter or Star Wars and the selected examples. As figure09 reveals, the examples differ in the setting and similarities of the secondary world to the primary world.
The chosen examples are having a storyworld that is geographically different
from the primary world, and all the social setting conforms to the Middle Ages of the
primary world.
Figure 11 Fantasy world mapping (Source: Personal collection).
58
Implementation of a Survey: Consumption of the Same Fantasy Narrative in Different Media Types
Figure 12 Fantasy inventory of each example (Source: Personal collection).
Furthermore, there are differences and similarities in the fantasy inventory between
all possible examples. All types of magical creatures and objects were counted and
displayed in figure10 to picture this issue.
In conclusion, the storyworld of Tolkiens Legendarium, G.R.R. Martins A Song of
Ice and Fire, and Sapkowski’s Geralt Saga have a very similar fantasy structure, social
setting, and design of each storyworld. Therefore, these examples have been chosen
for the survey to ensure that a consistent target audience participates in the survey,
despite using three different samples.
5.1.3 Gathering of personal data
At the end of the survey pathway, the participant provides information about his or
her gender, age, and job situation. Such information could enable a conclusion
about the consumer’s resources for fantasy transmedia storytelling franchises and
supports a more accurate definition of a possible target audience.
The options for the question of the job situations are:
Methods and systematic
–
–
–
–
–
–
59
Full-time employed
Part-time employed
University / college student
School student
Trainee
Currently unemployed
These are the standard options for a job situation in Germany. Such information
possibly provides conclusions about the available time that a single consumer has to
spend on fantasy media. The employee-life-cycle is the basis for the rage of the participant’s age, as well as the possible time range from the oldest publication of all
three examples.
Moreover, the employee-life-cycle links information about the participant’s age
with his/her job situation and resource of available time. The employee-life-cycle
describes the succeeding cycles of an employee’s career. It is a standard tool in
human resource management and control.
The time range from the oldest publication of all three examples is set on 62
years, from 1957 until 2019. The most previous book is Tolkien’s “The Hobbit: Or There
and Back Again”, originally published in 1937 in the United Kingdom and 1957 in
Germany. So based on these references, the options for the ages were set as follows:
–
–
–
–
–
–
12–17 years old
18–24 years old
25–35 years old
36–49 years old
50–62 years old
Over 62 years old
The first age range relates to students from middle and high school. Generally, most
German school students absolve their high school at the age of 18 and begin their
study approximately at the age of 21.157 Furthermore, reports of a German book
trade weekly,158 and the JIM study159 confirm that in this age range, young people
start to read and purchase books independently. Last but not least, most media
adaptions, such as films and computer games, have an age limit of 12 or 16 years.
157 German Federal Office of Statistics: Durchschnittsalter der Studienanfänger/-innen im ersten
Hochschulsemester in Deutschland von 1995 bis 2017. Statista. Statista GmbH, 2018. https://de.
statista.com/statistik/daten/studie/36660/umfrage/durchschnittsalter-der-studienanfaengerseit-1995/ [last accessed on 2019.10.14].
158 Börsenblatt: Umfrage zu Selbstkäufen bei Kindern, 2018. https://www.boersenblatt.net/2018-02-11artikel-junge_leser_in_der_buchhandlung-umfrage_zu_selbstkaeufen_bei_kindern.1430056.
html [last accessed on 2019.10.10].
159 Jugend-Inforamtion-Medien: Leseverhalten von Jugendlichen, 2019. http://www.lesen-indeutschland.de/html/content.php?object=journal&lid=1565 [last accessed on 2019.10.10].
60
Implementation of a Survey: Consumption of the Same Fantasy Narrative in Different Media Types
The second age range relates to trainees and students of university and college.
The average age of a German university graduate is 24.160 Most German trainees
absolve their job training at the age of 21 by a report of the federal institute for
industrial training.161
The third age range conforms to the expansionary cycle of the employee-lifecycle when graduates start working in an organization and develop a career.
The fourth age range relates to the transition from the expansionary to the
social cycle, when the employee already reached a special status and took over professional or even senior responsibilities within his/her company.
The fifth age range conforms to the social cycle altogether, and the employee
devotes his/her resources to the mentoring and training of younger employees.
The last time range relates to people that could have experienced the first possible books of the examples in the German market and are probably in pensionable
age.
The gender options are male, female, and diverse.
5.2 Results of the survey
In total, 683 people have participated in the survey, but 12 participants stated that
they have never consumed one of the samples until now. Therefore, these people
must cancel the survey, and consequently, the survey gained only 671 valid participants in total. One hundred twelve people consumed only one of the samples, 295
consumed two, and 264 consumed all of the three given examples.162 A summarized
extract of all essential results follows. For a detailed view of all results, see attachments A1 (total results of the survey) and A2 (detailed results and pathway of the
survey). In the discussion, references to the detailed and total results from the
attachments will often appear, too.
The analysis of the personal data reveals that 423 participants are female, 245
are male, and three are from a diverse gender. So the amount of female consumers
of fantasy media is considerably higher than the others.
160 German Federal Office of Statistics: Durchschnittsalter von Hochschulabsolventen* in Deutschland in
den Prüfungsjahren von 2003 bis 2017 (in Jahren). Statista. Statista GmbH, 2018. https://de.statista.
com/statistik/daten/studie/189237/umfrage/durchschnittsalter-von-hochschulabsolventen-indeutschland/ [last accessed on 2019.10.14].
161 German federal institute of industrail training: data report, 2015 (see attachement A3)
162 See attachment A1)
Results of the survey
61
Figure 13 Results – personal data (Source: Personal collection).
The most significant share of all participants is between 25 and 35 years old and fulltime employed. The second biggest share is between 18 and 24 years old and considerably fitting to university or college students. The participants who are between 35
and 62 years old represent pooled 22.41% of the total. The participants who are older
than 62 years and younger than 18 years represent only a small share of the survey.
Trainees, part-time-employees, and unemployed people represent pooled 22.05% of
the total survey participants, too. The school students represent the smallest share,
which fits the results of the participant’s age.
The next result shows the breakdown of the participant’s mothership between
book- and non-book-media. For Tolkien’s Legendarium, the mothership could be
the books or the films. The same applies to A Song of Ice and Fire for that the books or
the TV series Game of Thrones provide the most background information. Only for
the Geralt Saga, the medium that provides enough background information, besides
the books, are computer games by CD Project RED.
62
Implementation of a Survey: Consumption of the Same Fantasy Narrative in Different Media Types
Figure 14 Results – mothership types (Source: Personal collection).
The result shows that the number of motherships that are a non-book media type is
considerably higher, with 80.77% from total than motherships in the form of books
with 19.23% from the total.
The following result illustrates how the further consumption of the same storyworld spreads across the different media types, starting from the first touchmothership.
Tab. 2 Result – further consumption.
Count of
Participants
Relative to Total (671)
Further consumption by Books
305
45.45%
Further consumption by Films/ Series
203
30.25%
Further consumption by Computer Games
191
28.46%
Further consumption
by Comics/Graphic Novels
148
22.06%
Further consumption by Websites/Wikis
536
79.88%
Further consumption by Merchandise
398
59.31%
The analysis reveals that most participants use Websites and Online Wikis and Merchandise products for further consumption. Nearly half of all participants that
started from a non-book mothership had read a book of the same storyworld afterwards. By each third, the participants used films, series, and computer games for
further consumption. The smallest share of further consumption represents comics
and graphic novels.
The next figure shows for each media type the reason why the participants made
their choice. They had a choice between these options:
Results of the survey
–
–
–
–
–
–
–
63
The participant wants to learn more about the storyworld and the creatures and
objects living in it (desire for transmedia storytelling).
The participant wants to re-experience the story on another media (desire for
adaption).
The participant wants to connect oneself with other fans (possible options for
websites and online wikis).
The participant wants to read fanfictions (possible options for websites and
online wikis).
The participant wants to publish fanfictions (possible options for websites and
Online wikis).
The participant wants to reveal his-/herself as a fan of the franchise (possible
options for websites and online wikis).
Other reasons (text input).
The main reason why the survey was created is to research whether people are willing to consume media inside a transmedia storytelling system and if media agencies
should rely on adaption, preferably, or should they spread the further storyworld
across various media channels. Therefore, for the result analysis, all options besides
“learn more about the storyworld and the creatures and objects which living in it”
(reason A) and “re-experience the story on another media” (reason B) are summarized as “other reasons” (reason C).
The results reveal that reason A represents the most significant share of all
media types except merchandising products. Especially for websites and online
wikis is the share of reason A considerably higher than for the other reason. The
same relation applies to books, films/ series, computer games, and graphic
novels, just in another amount and ratio. Reason B represents the second biggest
share for books, films, series, comics, and especially for computer games. This
reason does not appear as an option for websites, online-wikis, and merchandise
products because the common purpose of these media forms does not allow to
display an adaption of the mothership’s stories of adequate quality. Reason C represents a small amount for the further consumption of websites and online wikis,
but the considerably highest share for merchandising products. The most frequent reason for merchandising products was the willingness to reveal oneself as
a fan of the franchise, with approximately 77%163 of all given reasons for this
media type.
The following result reveals the reasons why the participants do not have further
consumption or refuse a further consumption of each media type. A participant
could choose between five options why the interviewee did not use the respective
media type for further consumption:
–
The participant has no interest in further consumption because of the story
world’s proposal for this media type.
163 See attachement A1.
64
–
–
–
–
Implementation of a Survey: Consumption of the Same Fantasy Narrative in Different Media Types
The participant is not able to consume the particular media type – for example,
because of missing hardware, devices, or physical handicaps.
The participant generally refuses to use this media type.
The participant has not yet managed to consume the storyworld on the respective medium but is still interested in doing so.
Other reasons (text input).
For the media type “merchandising products” the option “The participant is not
able to consume the respective media type – for example, because of missing hardware, devices or physical handicaps.” was not available, because merchandising
products are so manifold and include so many diverse products that it is very implausible that the participant cannot use anything of it. For books, films, and series,
most participants stated that they have not yet managed to consume this media, but
they are interested in doing so.
Figure 15 Results – reasons for further consumption (Source: Personal collection). All
amounts under 5% are not displayed with percental data to obtain a better lucidity.
For computer games, comics, and merchandising products, most participants stated
that they do not consume these types of media generally. This relation applies especially to comics and graphic novels, where approximately 51% stated so. The second
biggest share for computer games and comics represents participants that are interested in consuming these media types, with approximately 26% (computer games)
and 28% (comics). This share is closely followed by participants that have no interest
in the proposal of a particular storyworld, with approximately 22% for computer
Results of the survey
65
games and 13% for comics and graphic novels. For websites and online-wiki, the
breakdowns of the options differ considerably from the other media types. Approximately 45% of the participants who have not to use this media type states that they
are not interested enough in the website’s and online wiki’s proposals, which belong
to a particular storyworld. Approximately 25% of the participants stated that they do
not use websites and online wikis for further consumption in general, and the
nearly equal share stated that they are still interested in using it in the future.
Figure 16 Results – reasons for further non-consumption (Source: Personal collection).
All amounts under 5% are not displayed with percental data to obtain a better
lucidity
6 Discussion of the Perceptions
This final chapter interprets and discusses the results of the survey and their meaning/ significance for the media market and especially for the setup, maintenance,
and development of a transmedia storytelling system. Based on this interpretation and
discussion, this chapter will define strategic theses for publishing houses and media
agencies, how they can recognize a transmedia storytelling franchise, how they can
build such a system, and make a profit by maintaining it. The last part of this chapter
is the answering of the research questions by summarizing all relevant perceptions.
6.1 Interpretation and discussion of the survey’s results
The interpretation and discussion of the survey’s results set the focus on a closer
definition of the target audience first. Then it continues with the focus on further
consumption across various media types. The last point is about the remaining
potential of the least-selected media types and how to make use of it.
6.1.1 Interpretation and discussion concerning the target audience
The analysis of the survey resulted in the existence of two closer defined target audiences of transmedia fantasy consumers. They are the most relevant audiences by
representing approximately 75% of all interviewees that have engaged with fantasy
media explicitly. The first target audience is between 18 and 24 years old and currently studying at college. The second and bigger target audience is between 26 and
49 years old and full-time employed. These target audiences overlap in some points;
for instance, in the share of female consumers, which is considerably more considerable for both target-audiences. Nearly two-thirds of all interviewees are female.
However, these target-audiences differ in their available resources of time and
money. One can assume that people who are working in full-time employment have
more available financial resources than a college or university student. However,
the financial resource depends not only on how much a consumer earns, but the
amount of fix and variable costs is also relevant. So even when a full-time employed
person earns a a significantly higher amount of money as a student does in the same
period, the fix costs could be so considerably high that both result in the same financial resource for fantasy media consumption. For example, maintenance costs of
cars, pets or children, rental charges, costs of energy, and healthcare costs can differ from person to person. The same applies to the resources of time. First, one can
assume that a student has a more significant resource of time as a full-time employed
person. However, in Germany, 51.5% of all students have part-time employment in
http://doi.org/10.33968/9783966270281-06
68
Discussion of the Perceptions
addition to their university studies in 2011.164 Therefore, the student’s resource of
time for fantasy media considerably is not higher than of a full-time employed person, and it could be even less alongside a full-time studying. That is why, the ratio of
salary to fix costs in terms of the current living conditions has also a crucial impact
on the financial and time resources of these two target audiences.
Nevertheless, an indicator of the assumption that full-time employed persons
have higher financial resources than students is recognizable by taking a closer look
at the data of each survey’s example. From this view, 47.2%165 of all participants who
have chosen the A Song of Ice and Fire storyworld and 56.4%166 of all participants who
have chosen the Geralt Saga storyworld are full-time employed. This group represents
the most significant share for each of these two examples. Only for Tolkien’s Legendarium, the university students represent the most significant share with 41%167. This
circumstance could relate to the topicality, the footage, and carrier medium of each
series that is suitable for being a transmedia storytelling mothership. The gathering of
information for these factors (see table 03) reveals that Tolkien’s storyworld, both in
the book and non-book media, is the least current and has the lowest prices for
films and books. Furthermore, the book and film series of Tolkien’s storyworld consist of only one to three books or film.
In contrast to Game of Thrones or A Song of Ice and Fire with ten books or 73 episodes, this is considerably low and, therefore, it is less expensive to consume the
whole story. For instance, to consume the whole story of Game of Thrones on DVD, a
person must pay a bundled price of about 114.95€.168
In contrast, the whole Middle-Earth collection, which contains both The Lord of
the Rings and The Hobbit Trilogies, has a bundled price of about 14.97€.169 Such a
difference in prices could encourage university or college students to choose the
media of Tolkien’s storyworld, preferably, based on the assumption that students
have smaller financial resources than full-time employed people. So, in that sense,
this issue could be an explanation of why more students have consumed Tolkien’s
Legendarium than full-time employed people.
164
165
166
167
168
169
See attachment A2.
See attachment A1.
See attachment A1.
See attachment A1.
Prices on Amazon on 2019.11.02.
Prices on Amazon on 2019.11.02.
Interpretation and discussion of the survey’s results
69
Tab. 3 Resource investment per example.
Survey’s
Example
Possible
Mothership
Carrier
Medium
Tolkien’s
Legendarium
The Lord of
the Rings
The Hobbit
A Song of Ice
and Fire
The GeraltSaga
Series
Extend
Publishing
Period
Lowest Price
by Amazon.de
Films
3
2001–2003
9.99€ per DVD
Books
3
1969–1970
15.00€ per
book
Films
3
2012–2014
10.49€ per DVD
Books
1
1957
10.00€ per
book
A Song of Ice
and Fire
Books
10
1996–2011
16.00€ per
book
Game of
Thrones
TV Series
73 episodes in
8 seasons
2011–2019
20.00€ per DVD
Box (single
season)
The Geralt
Saga
Books
7
1990–1999
11.00–16.00€
per book
The Witcher
Computer
Games
3 MainGames
2007–2016
25.00–70.00€
per game
A further and even stronger indicator of the assumption that full-time employed
persons have higher financial resources than students was revealed by a statistic of
VuMA. The VuMA is a German syndicate for media market and consumption analysis. The statistic compares the monthly net earnings of students witht the rest of
the German population. The analysis of the data reveals that 19% of all students
have no net income, 21.6% earn less than 500€ per month, 42.7% earn between
500€ and 1,000€ per month, 15% earn between 1,000€ and 1,500€ per month, and
only 1.7% earn between 1,500€ and 2,000€ per month.170 Therefore, 83.3% of all
students have a monthly net earning of less than 1,000€ per month. In contrast,
62.9% of the rest of the German population has a monthly net earning over 1,000€
per month. 25.9% of the rest of the German population gets even more than 2,000€
per month.171
A further statistic reveals that the Germans spend an average of 879€ per month
on accommodation costs, an average of 348€ per month on nourishment, and only
an average of 256€ per month on entertainment, spare-time activities, and culture.172
Based on the data, that most students have a monthly net income of less than 1,000€,
170 VuMA: Studenten in Deutschland nach Nettoeinkommen im Vergleich mit der Bevölkerung im Jahr
2018. Statista, Statista GmbH, 2018, https://de.statista.com/statistik/daten/studie/860094/umfrage/
umfrage-in-deutschland-zum-nettoeinkommen-der-studenten/ [last accessed on 2019.10.24].
171 See fn. 171.
172 German Federal Office of Statistics: Durchschnittliche Höhe der Konsumausgaben je Haushalt* im
Monat in Deutschland nach Verwendungszweck im Jahr 2017. Statista, Statista GmbH, 2018. https://
de.statista.com/statistik/daten/studie/164774/umfrage/konsumausgaben-private-haushalte/ [last
accessed on 2019.10.24].
70
Discussion of the Perceptions
it can be assumed that their expenditures for entertainment, spare-time activities,
and culture below under the average of 256€.
In 2017, 28.1% of all German full-time employed people had a monthly gross
income of over 2,000€, 24% had a monthly gross income of over 3,000€, and 31.9%
even had a monthly gross income of over 4,000€.173 So, it is very likely that even less
social security and taxes, the expenses of full-time employees for entertainment,
leisure activities, and culture lie within or even above the average of 256€.
In conclusion, it is still not possible to make clear statements about the financial
resources and the resources of the time for fantasy media of both target audiences
that have been revealed by the survey. The resources depend not only on the monthly
net income or the degree of activity. They also depend on the current living conditions, which still need to be researched more closely. Nevertheless, the assumption
that full-time employed people have more financial resources for fantasy media
franchises than students is very likely, based on the analyzed data above.
In the act of studying the distribution of the gender for every survey’s example,
it appears that for Tolkien’s Legendarium and the storyworld of A Song of Ice and Fire,
the share of female consumers was considerably more significant than for the male
share.
Tab. 4 Gender distribution among all examples.
Amount of female
consumer
Amount of male
consumer
Amount of diverse
gender consumer
Tolkien’s Legendarium
62.3%
36.5%
1.2%
A Song of Ice and Fire/
Game of Thrones
77.2%
22.8%
0%
The Geralt Saga/The
Witcher Saga
44.8%
55.2%
0%
Only in the case of The Witcher’s storyworld, the male share of the consumers is more
considerable than the female consumer share. Approximately 92% of all interviewees stated that they played the computer game series “The Witcher” first, and therefore, it represents the most chosen mothership of this transmedia storytelling franchise.
One can assume that this could be the reason for the more extensive male consumer
share. Bitkom research reveals that from a total of 1224 interviewed German gamers,
45% are male, and 41% are female.174 There is no statement on the remaining 16% of
173 German Federal Employment Agency: Verteilung der sozialversicherungspflichtigen Vollzeitbeschäftigten in Deutschland nach Einkommensgruppen (Bruttoeinkommen pro Monat) von 2011 bis 2017.
Statista, Statista GmbH, 2018. https://de.statista.com/statistik/daten/studie/577307/umfrage/
verteilung-der-beschaeftigten-in-deutschland-nach-einkommensgruppen/ [last accessed on
2019.10.24].
174 Bitkom: Anteil der Computer- und Videospieler in Deutschland im Jahr 2019 nach Geschlecht. Statista,
Statista GmbH, 2019. https://de.statista.com/statistik/daten/studie/315920/umfrage/anteil-dercomputerspieler-in-deutschland-nach-geschlecht/ [last accessed on 2019.10.14].
Interpretation and discussion of the survey’s results
71
the interviewed people. One can assume that this 16% represents people that did not
finish the interview or belong to diverse genders. However, the research supports the
assumption that the slightly more significant male consumer share occurs because
of a higher attraction of male consumers to computer games. Another further VuMA
statistic reveals that male consumers play computer games more often in a shorter
period of time than female players. In the case of The Witcher computer games series,
finishing the first game takes approximately 50 game hours,175 the second game takes
approximately 45 game hours,176 and the third game takes about 40 game hours for
the main story and 200 game hours177 for all side stories and quests. Therefore, players that play more often could consume the story of The Witcher more consistently
and are probably more involved and attracted by the storyline.
In conclusion, a possible reason for the slightly higher male consumer share for
the witcher, in contrast to the greater proportion of female consumers share for both
other examples, could be a higher attraction of male consumers to computer games.
The referenced statistics about the playing-behavior of computer games support
and confirm this assumption.
All in all, two possible primary target audiences have been revealed by the survey’s results. The survey made it possible to determine the consumption of fantasy
franchises to an explicit age range, a tendency of gender distribution, and two job
situations that appear very often among fantasy media consumers. Some factors are
still unclear, such as the living conditions, financial and time resources, and the
available media equipment. It is necessary to gather further data about the consumer of fantasy franchises, to make a closer definition of the possible targetaudiences and to make clear statements to the still unclear factors mentioned above.
Further surveys and interviews could help to gain such information.
6.1.2 Interpretation and discussion in terms of further
media consumption
This subchapter interprets and discusses the results of further media consumption
for various media types. Thereby, assumptions and theories about the general consumption behavior of fantasy media franchises and transmedia storytelling systems
will be defined.
First, the examination of the distribution of the book and non-book mothership
and the potential of book-type media are presented.
175 PC Games: The Witcher Enhanced Edition im PC Games-Test. Computec Media GmbH, PCGames.de,
2008. https://www.pcgames.de/The-Witcher-Enhanced-Edition-Spiel-38489/Tests/The-Witcher663212/ [last accessed on 2019.10.24].
176 PC Games: The Witcher 2 – Ergebnisse der Umfrage – Spielzeit, Wertung, Empfehlung. Computec
Media GmbH, PCGames.de, 2011. https://www.pcgames.de/The-Witcher-2-Assassins-of-KingsSpiel-38487/Specials/The-Witcher-2-Umfrage-Ergebnis-Top-Rollenspiel-aber-Kritik-an-Aktivierung-Steuerung-und-NPCs-826911/5/ [last accessed on 2019.10.24].
177 CHIP: Witcher 3: Diese Spieldauer erwartet Sie. CHIP Digital GmbH, München, 2017. https://
praxistipps.chip.de/witcher-3-diese-spieldauer-erwartet-sie_96993 [last accessed on 2019.10.24].
72
Discussion of the Perceptions
The analysis of the survey reveals that 80.77% of all interviewees began the consumption of the chosen fantasy franchise with a non-book media type. In the case
of the storyworld of A Song of Ice and Fire, it is the TV Series Game of Thrones, and in
the case of the Geralt Saga storyworld, it is the computer game series The Witcher.
Only 19.23% of all interviewees started from the book media type (including print-,
electronic- and audiobooks).
Tab. 5 Mothership type distribution.
Book type
Non-book type
Tolkien’s Legendarium
31%
64%
A Song of Ice and Fire/Game of
Thrones
13%
86%
8%
92%
The Geralt Saga/The Witcher Saga
The most obvious ratio appears for the Geralt Saga, where 92% of the interviewees
played the computer game of The Witcher series first, and only 8% start with the
books. Nevertheless, 62.4% of The Witcher consumers have read the books after playing a game of the series, and approximately 24.2% are still interested in doing so.
The remaining 13.6% of The Witcher consumers have no further interest in the storyworld or to consume a book media type in general.
In the case of the storyworld of A Song of Ice and Fire, 86% of the interviewees
watched the Game of Thrones TV series before they read the books. Of these people,
45.8% have already read the books after watching the TV series, and approximately
42% are still interested in doing so. The remaining 12.2% of the Game of Thrones
consumers have no further interest in the storyworld or to consume a book media
type in general.
For Tolkien’s Legendarium, the least current example, 64% of the interviewees
watched The Lord of the Rings or The Hobbit trilogy before they read the books. Of
these people, 66.5% have already read one of the books after watching the films, and
approximately 17.7% are still interested in doing so. The remaining 15.8% of the
film-trilogy consumers have no further interest in the storyworld`s proposal or generally refuse to consume a book media type.
These results reveal a considerable sale-potential for books, ebooks, or audiobooks. Depending on the example, only a rounded of 12% to 16% of all non-book
consumers cannot be encouraged to consume a book-type media. In contrast, for
each example, over 80% of the consumers who have consumed a non-book media
type, can be encouraged to experience the same storyworld in a book-type media.
Furthermore, the results reveal that 82.3% of all interviewees who used a book
media type for further consumption want to learn more about the storyworld and all
things this world contains. This reason builds the basis for the functioning of a transmedia storytelling system because it reveals a willingness of the consumer to use different media types for gaining more information about the storyworld. All in all, the
most selected reason why using a media type for further consumption was to learn
Interpretation and discussion of the survey’s results
73
more about the storyworld, for each media type except for merchandising products.
For merchandising products, approximately 77% of all interviewees want to reveal
themselves as being a fan of the franchise, about 13% had other reasons, such as
making gifts and something alike, and only about 10% want to learn more about the
storyworld through merchandising products.178 The results for the merchandising
products were not unexpected because a lot of merchandising products are not suitable to carry a storyline, such as mugs, lunch boxes, bags, and many more. Only a
few merchandising products are suitable to carry a storyline, such as card games,
board games, collectible action figures with accompanying booklets or information
posters. For each other media type, the reasons for learning more about the storyworld, represent a share range from approximately 54% to nearly 90%.
The media form, whose consumption is reasoned most for learning more about
the respective storyworld, is websites or online wikis with a share of 88.25%.179 This
result is also not unexpected because online wikis, such as Ardapedia (a wiki for
Tolkien’s Legendarium) or The Witcher and A Song of Ice and Fire wikis powered by Fandom Inc., have the purpose of providing information to the consumer. Such information is often gathered and peer-reviewed by the fan community itself. In the case that
a person is looking for a single piece of information, it is more efficient and way
faster to use an online wiki than consulting the respective book, film, or computer
game. See that most texts in an online wiki are in the form of a look-up entry and not
in the form of a narrative, this media type usually does not contain long stories.
Nevertheless, online wikis often contain short and summarized interstitial
microstories, parallel stories, peripheral stories, and user-generated apocryphal
documents of fan culture, such as fan fiction.180 The results of the survey reveal that
only 4.66% use websites and online wikis to read fanfictions, and even only 0.75%
want to publish fanfictions.181 Three possible instances stand to reason why fanfiction only represents such a small share of further consumption. The first reason
could be that the examples are not current or prevailing enough. The second reason
is that the survey’s distribution did not reach the potential authors and readers of
fanfictions. The third reason is that online wikis and websites are not suitable for
containing fanfictions. Most fanfictions are available on ebook platforms, such as
Wattpad, FanFiction.net, Quotev, or Kindle Worlds.182 As a result, in many cases, an
online web forum or wiki is not a suitable platform for fanfiction.
For proving the first reason, the examples were searched on the ebook platform
Wattpad with the help of a fanfiction search-filter. The following amount of results
appeared:183
See attachement A1.
See attachement A1.
See chapter 3 – TMS, page 19.
See attachement A1.
Ebook Friendly: 15 most popular fanfiction websites to explore. Ebook Friendly – ebook geek heaven,
Poland, 2018. https://ebookfriendly.com/fan-fiction-websites/# [last accessed on 2019.10.28].
183 Wattpad: Searching the catchwords “Game of Thrones”, “A Song of Ice and Fire”, “The Hobbit”, “The
Witcher”, “The Lord of the Ringe” and all respective German translations, with the searching178
179
180
181
182
74
–
–
–
–
Discussion of the Perceptions
The Witcher fanfictions: over 1000 results
Game of Thrones fanfictions: 437 results
The Hobbit fanfictions: over 1,800 results
The Lord of the Rings fanfictions: 9,600 results
In contrast, searching subjects like Harry Potter have got about 16,100 results,184 One
Direction (a British boy group) has got over 19,200 results, and BTS (a Korean boy
group) has got over 26,800 results.185
In conclusion, the examples The Witcher/ The Geralt Saga and Game of Thrones/ A
Song of Ice and Fire seem to be not current or prevailing enough to gain a widespread
fanfiction community.
On the other hand, a fast check on Wattpad is not enough to make a valid statement about this assumption. The results of Wattpad display only a tendency that
subjects like Harry Potter or pop culture artists have a more considerable fanfiction
community, but there are many more ebook platforms to research and prove this
assumption. Nevertheless, the results of the survey prove that the fanfiction community was seemingly not reached, but it could state clearly that most consumers
use websites, online forums, and wikis to learn more about the storyworld. For further research, it is crucial to examine the fanfiction communities as well because
fanfiction represents an essential part of a transmedia storytelling system.
For further consumption of the storyworld by comics and graphic novels, 85.81%
of all consumers stated that they had chosen this media form to learn more about
the storyworld. In comparison to other media types, comics and graphic novels are
the second-highest ranked by the intention of learning more about the storyworld.
On the other hand, comics and graphic novels are the least selected media form for
further consumption.
For the intention of learning more about the storyworld, comics and graphic
novels of Game of Thrones, The Hobbit or The Lord of the Rings are not suitable. See that
for these examples, adaptions, and retelling of the already existing stories are currently available. For sure, one could consume comics or graphic novels as prequel
or sequel for an already consumed mothership. For instance, a person watches The
Lord of the Rings trilogy, and afterward, he or she reads the comic book of The Hobbit
to learn more about the storyworld and experience the prequel story that takes place
before The Lord of the Rings storyline. In this view, the comic book is included in the
person’s transmedia storytelling experience, but this comic book does not expand the
storyworld of Tolkien’s Legendarium.186 The same situation applies to A Song of Ice and
Fire. The graphic novels are retellings of the book series and could be included in a
filter #ff, #fanfictions and without these filters. https://www.wattpad.com [last accessed on
2019.10.28].
184 See Fn. 184.
185 See Fn. 184
186 Ardapedia: Der Hobbit (Comic). Ardapedia, 2019. http://ardapedia.herr-der-ringe-film.de/index.
php/Der_Hobbit_(Comic) [last accessed on 2019.10.29].
Interpretation and discussion of the survey’s results
75
transmedia storytelling experience, but actually, they do not expand the storyworld.187
On the other hand, one can learn more about the storyworld by the way how the
plot, the protagonists, antagonists, and creatures are described, displayed, and
designed. As already mentioned in chapter 3.2, adaptions are transmedia but do not
expand the storyworld. Still an adaption can re-interpret and enrich a story. Every
adaption that appears in a different media form requires specific design and reinterpretation of the narrative in new dimensions respective to the complexion of the
output-media type. In case of comic books, narrative aspects that can only insufficiently be displayed in films or described in books can be plotted in detail inside a
comic book, such as monsters, ghosts, or oversized objects and relations.
In case of The Witcher/Geralt Saga, two comic series exist. The first comic series
was published between 1993 and 1995 in Poland and is a retelling of Andrzej Sapkowski’s short stories.188 For this comic series, the same facts apply as for the previous
example of Game of Thrones or The Hobbit. The second comic series of The Witcher is
licensed by CD Project, which is the developer of The Witcher computer game series
and has been published from 2014 until now. This comic book series contains stories that expand the storyworld because they are neither part of the computer games
nor of the novel series.189 So, in this case, it is not an adaption but rather an evident
expansion in the proper sense of transmedia storytelling.
In conclusion, for most of the survey’s examples, there exist only adaptions and
retellings in the form of comics and graphic novels. Therefore, it is a specific conflict that most consumers of this media form have the intention to learn more about
the storyworld. However, the consumer can learn more about the storyworld by consuming the plot in another design of narrative. It can also be included in a transmedia
storytelling experience as a prequel or sequel of the core story. For a real storyworld
expansion in the proper sense of transmedia storytelling, only the current comic
book series of The Witcher is suitable to learn genuinely more about the own storyworld.
Films and TV series are one of three media types where the intention of learning
more about the respective storyworld represents an amount of less than 80% with
only 65.52% of all consumers and hence a more considerable amount of intention
for watching an adaption with 30.05% of all consumers.190 For films and TV series,
the correlation of retellings and storyworld expansions are more complex, especially
in case of the survey examples. In case of big fantasy franchises, films and TV series
are intentioned as adaptions of the beforehand published books, such as in the case
of Harry Potter, The Lord of the Rings, The Hobbit, or Game of Thrones. The transition
187 A Wiki of Ice and Fire: A Game of Thrones (comics). A Wiki of Ice and Fire,2019. https://awoiaf.
westeros.org/index.php/A_Game_of_Thrones_(comics) [last accessed on 2019.10.29].
188 Witcher Wiki: The Witcher Comics. Fandom, Fandom Inc. 2019. https://witcher.fandom.com/wiki/
The_Witcher_(comics) [last accessed on 2019.10.29].
189 Hexer Wiki: CD Projekts The Witcher franchise. Gamepedia, Fandom Inc., 2019. https://hexer.
gamepedia.com/CD_Projekts_The_Witcher_franchise#Comics [last accessed on 2019.10.29].
190 See Attachment A1.
76
Discussion of the Perceptions
of a narrative from a book media type to a film media type is laborious because a
new visual dimension, as well as an audio dimension, must be designed sufficiently
to carry and annotate the story. Furthermore, emotions, inner conflicts, and
thoughts need to be described and displayed by the embodiment of the actors or
musical design. In contrast, a book can describe emotions and thoughts by inner
monologues in form of text. One more point is the dynamic aspects of an audiovisual media type, such as the limitation of experience length and user participation.
A film, like one from The Hobbit trilogy, has a length of about two and a half
hours and once started runs without the participation of the consumer – in contrast
to a book, where the reading behavior determines how long it takes the consumer to
consume the whole storyline. Furthermore, the consumer has to read the text to
consume the story. In case of computer games, the consumer’s participation is even
more essential because the user has to control the protagonist to experience the
story. The playing behavior of the consumer determines how much time is necessary to consume the story. Hence, it could take over 100 gaming hours or reading
hours until a person has consumed the whole story. One could argue that a consumer could control the experience length of a film by watching the film over specific intervals. For example, they are watching each day 30 minutes of The Hobbit
film and finish the whole film in a total of five days instead of 180 minutes. However,
this argument is not practice-oriented and very uncommon.
On the other hand, it is a valid argument for TV series such as Game of Thrones. A
single episode has a length of 50 to 70 minutes. The consumer must watch all episodes in chronological order to consume the whole story. Therefore, the consumer
can control, depending on his or her watching behavior, how long it takes to finish
the story. In this case, it is the same situation as for books and computer games. However, it also differs in the involvement of the consumer in active participationprocesses. For a film or series, the consumer only needs to push the play-button and
pay attention to the film that runs without any further participation. For a book, the
consumer must maintain the active process of reading and comprehending the text
to consume a story. In the case of a computer game, the consumer must even control
the protagonist, comprehend the gaming mechanics, and make decisions, which
means he or she is highly involved in active processes to consume the story.
In conclusion, films and TV series require comprehensive design and implementation in different aspects and dimensions (e.g., moving images, sound design,
and music) than for text- or print-based media types. Film and series also differ
from computer games by the degree of consumer participation. Such aspects cause
that retellings and adaptions of books in the form of films and series deliver a special re-experience of the same story. This aspect could be a proper explanation for
the high amount of consumers whose intentions are the re-experience of the story
by the film or TV series media. Nevertheless, designing additional dimensions of a
story does not expand the storyworld by new narratives.
Films and series expand the storyworld when they tell new stories that take place
beyond the books. For example, after the eight-part Harry Potter film series was finished in 2011, a new five-part film series called Fantastic Beasts emerged in 2016. This
Interpretation and discussion of the survey’s results
77
new film series is still current, and the plot plays inside the Harry Potter storyworld.
The storyline of Fantastic Beasts takes place decades before the storyline of Harry
Potter and addresses elements of the books, but does not base on a particular book
that was published beforehand. As a consequence, the Fantastic Beasts series expand
the storyworld of Harry Potter with new narratives.
The series and films of Game of Thrones and The Hobbit have expanded their
respective storyworlds, too. Since season six, the plot of Game of Thrones is beyond
the scope of the novel series storyline. Furthermore, Game of Thrones made some
modifications to the original storyline of A Song of Ice and Fire.191, 192 Hence, Game of
Thrones expands its respective storyworld by a kind of prequel or extension and by an
alternative storyline. The same applies to The Hobbit film-trilogy, which also contains extensions and modifications of the original book storyline.
This transfictional operations probably rely on dramaturgical decisions to address
a broader target audience or because the whole storyline does not fit in a typical playtime of a film or series episode. Therefore, extensions and modifications to the original
storyline would be necessary to edit the plot for the film or series output media.
All in all, films and series are a proper media type as well, to expand the respective storyworld, as examples like the Fantastic Beasts film series or Game of Thrones
proves. However, due to the specific properties of this media type, more transfictional operations than an only straightforward prequel or sequel extensions appear,
such as modifications and displacements. Such operations are the reason why films
or series expand the storyworld by alternative stories next to the original stories.
Computer games have the most balanced distribution of all reasons why they
have been chosen for further consumption. The most extensive share of possible
reasons still represents the willingness to learn more about the respective storyworld
with 54.45% of all consumers. 35.60% of all consumers wanted to re-experience the
story, and 9.95% had other reasons, most to play a computer game, regardless of the
storyworld.193
Similar to films, computer games offer an audiovisual dimension for telling a
story. Furthermore, computer games require a considerably high degree of participation and control from the user. Most current and famous computer games that
contain a fantasy narrative, such as The Witcher series, The Elder Scrolls series, or the
Souls series are classified as role-playing, adventure role-play, and open-world
games. These classes of games seem to carry a suitable narrative. However, nearly
all classes of games could include a narrative because, in practice, users, developers,
and retailers classify computer games by gaming mechanics and not by narratological or literary aspects.
Nevertheless, the player must follow the course of the respective computer
191 See chapter 3.4. Transficitionality, page 25.
192 Game of Thrones Wiki: Unterschiede zwischen Buch und Serie. Fandom, Fandom Inc. https://
gameofthrones.fandom.com/de/wiki/Unterschiede_zwischen_Buch_und_Serie [last accessed on
2019.10.30].
193 See attachment A1.
78
Discussion of the Perceptions
game to consume the story. As a result, the consumer must play the game actively,
as well as a consumer of a printed book must read actively to experience the storyline. In contrast, a consumer of a film only must play the movie first and then pay
attention to it. In this case, the degree of the user’s participation and control is less
than for computer games or print-books. Consequently, playing computer games
requires a high amount of time and attention. Especially in examples such as The
Witcher III – Wild Hunt, where the player needs about 40 game hours the consume
the main storyline only and actually about 200 game hours to experience the main
storyline with all side stories and quests.194
Furthermore, gaming can be costly compared with books, comics, or films.
Most high-quality computer games cost around 40€ and 70€, depending on the currentness. As table 3 shows, the most printed books and DVDs of the survey’s examples have a price starting from rounded 10€ to 20€ per media.195
Most computer games of the survey’s examples expand the storyworld of the particular samples. For instance, The Witcher computer games series (2007 – 2016) tells
a new story starting where the novel series ended. The Middle-Earth computer game
series (2014 – 2017) tells a parallel story besides the storylines of The Lord of the Rings
and The Hobbit. Lastly, the Game of Thrones – Tellgame series (2014) tells a parallel
story of House Forrester next to the storylines of A Song of Ice and Fire and Game of
Thrones. So, these computer games examples of fantasy franchises fulfill the proper
sense of transmedia storytelling.
On the other hand, there are many computer game adaptions, but only for the
example of Tolkien’s Legendarium. These computer games retell the storylines of The
Hobbit and The Lord of the Rings Trilogy. However, the number of computer games
that expand the storyworld of Tolkien is considerably higher than the number of
computer games that only retell storylines that have been already told on other
media.196 The same situation applies to other examples of the survey.197, 198 For other
fantasy franchises, the ratio could alternate. In the case of the Harry Potter franchise,
the number of computer games that retell the already existing storyline is higher
than of computer games that expand the storyline. On the other hand, many computer games of the Harry Potter franchise are occasion games that do not contain an
extensive storyline.199
In conclusion, it seems that computer games are a favored media type to expand
the storyworld. However, many consumers use them to re-experience a story, too.
One could consider that the high involvement by the degree of the user’s participation
194 See fn. 194.
195 Prices on Amazon on 2019.11.02.
196 Wikipedia: Middle-Earth in video games. https://en.wikipedia.org/wiki/Middle-Earth_in_video_
games [last accessed on 2019.11.02].
197 Book Riot: AN EPIC LIST OF 29 GAME OF THRONES GAMES. https://bookriot.com/2019/06/05/
game-of-thrones-games/ [last accessed on 2019.11.02].
198 Wikipedia: The Witcher. https://en.wikipedia.org/wiki/The_Witcher [last accessed on 2019.11.02].
199 Wikipedia: Harry Potter video games. https://en.wikipedia.org/wiki/Harry_Potter_video_games
[last accessed on 2019.11.02].
Interpretation and discussion of the survey’s results
79
is the explanation of why computer games are attractive for adaptions as well for
storyworld expansions. The fact that most computer games that carry a substantial
fantasy narrative are role games could also deliver an explanation of why this media
type is so seemingly favored for storyworld expansions and adaptions. The principle
of role games is that the player takes over the role of a real or fictional character.
Commonly, throughout the game, the player can design the character by its abilities
or items.
So consequently, the player operates inside the storyworld with the help of a
character that represents pieces of the player’s personality. Such a circumstance
brings a higher involvement because the player has the feeling of operating independently inside the storyline, instead of being a bystander only. Based on that situation, the excitement of the player can be maintained by a new storyline, instead of
retelling a story, the player already knows. So it is conclusive that computer games,
especially role play games, offer an occasion for the expansion of the storyworld.
6.1.3 Interpretation and discussion in terms of the media
type’s potential
This subchapter examines the number of interviewees that refused or have not yet
managed to consume the media types examples of the survey. Furthermore, it puts
up theses about the capability of some media types and how to increase the interest
and consumption of the respective media types.
As the survey’s results reveal, most people are still interested in watching the
movies and series, or in reading the books of the particular example. In case of the
book media type, 68.26% of all interviewees who have stated that they did not read a
book of their chosen storyworld specified that they are still interested in doing so.200
A closer view of the example’s distribution reveals that the ratio lies in a similar
range for every example.
Tab. 6 Distribution for non-consumption of books.
Tolkien’s Legendarium
A Song of Ice and Fire/
Game of Thrones
The Witcher/
Geralt Saga
200 See attachment A1.
Total non-consumption for
books of this
storyworld
Absolute frequency of
people that are still
interested in reading
the books of this
storyworld
Relative frequency of
people that are still interested in reading the
books of this storyworld
53
28
52.8%
115
89
77.4%
62
40
64.5%
80
Discussion of the Perceptions
For films and series, 89.58% of all interviewees who did not watch any movies or
series of their chosen storyworld, are still interested in doing so. However, the distribution of this value is not equal.
Tab. 7 Distribution for non-consumption of films and series.
Total non-consumption for watching
movies and series of
this storyworld
Absolute frequency
of people that are
still interested in
watching
movies and series of
this storyworld
Relative frequency
of people that are
still interested in
watching
movies and series of
this storyworld
Tolkien’s Legendarium
0
0
0%
A Song of Ice and Fire/
Game of Thrones
2
1
50%
96
85
88.54%
The Witcher/
Geralt Saga
The distribution reveals that every interviewee who has chosen Tolkien’s storyworld
also watched a film or series of this storyworld. For the storyworld of A Song of Ice and
Fire/Game of Thrones, two interviewees did not watch Game of Thrones, and one is still
interested in doing so. Most consumers of The Witcher storyworld however, did not
watch any movie or series yet, but 88.54% of these consumers are still interested in
doing so. So, The Witcher/ Geralt Saga represents nearly the whole amount of interviewees that did not watch a film or series of their chosen storyworld. The explanation for such a concentration in this scope of examination lies in the sales pitch of
films and series for The Witcher or The Geralt Saga. Only one film (2001) and a following 13-part series (2002) that adapt the stories of the Geralt Saga were released until
now. Besides, the film got a lot of bad reviews, which also affected the series.201
In contrast, the Legendarium of Tolkien has two successful film trilogies, where
The Lord of The Rings is the seventh most successful worldwide.202 Game of Thrones was
the third most favored series in Germany (2016),203 and the viewing figures have
increased until 2019 and the final season.204 The weak offering of films and series for
201 Hexer Wiki: Der Hexer (Film). Fandom, Fandom Inc., 2019. https://hexer.gamepedia.com/
Der_Hexer_(Film) [last accessed on 2019.11.05].
202 Box Office Mojo: Ranking der nach Einspielergebnis erfolgreichsten Filmreihen und -franchises
weltweit bis Juli 2019 (in Milliarden US-Dollar), Chart 16th June 2019. Statista, 2019. https://de.
statista.com/statistik/daten/studie/932924/umfrage/erfolgreichste-filmreihen-undfranchisesnach-einspielergebnis/ [last accessed on 2019.10.14].
203 Statista: Ranking der beliebtesten Fernsehserien in Deutschland im Jahr 2016. Statista. Statista GmbH,
2016. https://de.statista.com/statistik/daten/studie/581038/umfrage/ranking-der-beliebtestenfernsehserien-in-deutschland/ [last accessed on 2019.11.05].
204 TV Series Finale: Anzahl der durchschnittlichen Zuschauer pro Staffel von Game of Thrones in den USA
in den Jahren 2011 bis 2019 (in Millionen). Statista. Statista GmbH, 2019. https://de.statista.com/
statistik/daten/studie/990751/umfrage/zuschauerzahl-pro-staffel-von-game-of-thrones/ [last
Interpretation and discussion of the survey’s results
81
The Witcher or The Geralt Saga could be an explanation of why 53% of all interviewees
who have chosen the storyworld of The Witcher, did not watch a film or movie of this
storyworld yet. The high interest of these people could rely on the fact that Netflix will
release a new series-adaption of The Geralt Saga in December 2019.205 However, films
and series are the media form with the lowest number of total non-consumption, and
approximately all of these belong to The Witcher. This situation could have its reason
in the fact that for Tolkien’s Legendarium or Game of Thrones, most people started with
the movies or series to enter the storyworld. Therefore, the high capability does not
belong to films and series in general, but rather in films and series that adapt the storyline of The Witcher/The Geralt Saga due to its lack of sales pitch for this media type.
For each remaining media type, the share of interviewees that are still interested in further consumption lies in a range between 24% and 29% relative to each
media type’s total of non-consumption. Websites and online wikis have the lowest
number of non-consumption, and consequently, the least significant capability to
bring more people to consume.
Tab. 8 Distribution for non-consumption of various media types.
Total nonconsumption for this
media form
Absolute frequency
of people that are
still interested in
doing so
Relative frequency
of people that are
still interested in
doing so
Websites and
online wikis
134
33
24.67%
Comic books and
graphic novels
583
154
26.15%
Computer games
315
89
28.25%
Merchandising
products
273
73
26.74%
In contrast, comic books and graphic novels, the media type with the highest number of non-consumption, have a more significant capability to bring more people to
consume. Especially when one compares the absolute frequencies of these media
types, it is clear that comic books and graphic novels have a more extensive capability in a commercial sense. The distribution of all examples applies in s similar range
for the remaining media types, except for computer games.
The distribution of non-consumption frequency for computer games reveals
that the non-consumption pertains to Tolkien’s Legendarium and A Song of Ice and
Fire/Game of Thrones only. Every interviewee that has chosen The Witcher/Geralt Saga
has also played at least one computer game of this storyworld.
accessed on 2019.11.05].
205 The Witcher | Haupt-Trailer | Netflix (2019.10.31): YouTube Video added by Netflix Deutschland
Östereich und Schweiz. Available at URL: https://www.youtube.com/watch?v=qAQutN0T2xI [last
accessed on 2019.11.05].
82
Discussion of the Perceptions
Tab. 9 Distribution for non-consumption of computer games.
Total non-consumption for computer
games of this
storyworld
Absolute frequency
of people that are
still interested in
playing computer
games of this
storyworld
Relative frequency
of people that are
still interested in
playing computer
games of this
storyworld
Tolkien’s Legendarium
114
25
21.93%
A Song of Ice and Fire/
Game of Thrones
200
64
32.00%
1
0
00.00%
The Witcher/
Geralt Saga
The inspection of the absolute frequency reveals that the most significant capability
for computer game consumption lies in A Song of Ice and Fire and Game of Thrones. In
the case of The Witcher/Geralt Saga, all interviewed consumers have already played a
computer game that belongs to this storyworld – likely because most consumers
have chosen the computer games series as a mothership to enter the storyworld for
the first time. Only one person from the interview did not play a game from The
Witcher series because the person stated he or she watched a Let’s Play206 of the
games.
This capability relies just on the statement that the people have not yet managed
to consume the particular media type and storyworld. However, there are more reasons why interviewees have not yet consumed a particular storyworld or media type.
For instance, a considerable amount of consumers has refused further consumption of the storyworld because of the media type or the existing proposal.
The number of interviewees that have no further interest in consuming the chosen storyworld on a particular media type’s proposal differs considerably from type
to type. A reason why a person does not consume a storyworld by a specific media
type’s proposal could be the quality or design of the particular media product. For
example, a person stated to dislike the writing style of J.R.R. Tolkien, and hence this
person refuses any further consumption of this storyworld by the novel series.207 The
same issue occurs in the case of the books of A Song of Ice and Fire.208 Another person
stated that the books of The Lord of the Rings are too large for reading.209 In the case
of The Geralt Saga, a further person from the interview stated to dislike the design
and production of the film, which was released in 2001.210 The essential factor of
these explicit examples could also apply to other media types. For instance, a person
dislikes the graphic design or gaming mechanics of a computer game or the drawing
206
207
208
209
210
Commented show of playing computer game.
See attachment A2.
See attachment A2.
See attachment A2.
See attachment A2.
Interpretation and discussion of the survey’s results
83
style of a comic, or the quality of a merchandise product. Such personal preferences
for a particular media type could be a reason why a person refuses any further consumption of a storyworld. In conclusion, it is a refusal by design and quality of the
particular media products and the general proposal of the particular media type.
Films, series, and books are the media forms with the lowest number of non-consumption that are based on this reason, with a relative frequency below 10%.
In contrast, websites and online wikis are the media type with the highest number of non-consumption that is based on this reason, with a relative frequency of
44.48%. However, websites and online wikis are also the media type, which has the
highest number of further consumption and the highest number of consumers that
want to learn more about the storyworld.211 Based on the absolute frequency merchandising products are the media type with the most extensive number of nonconsumption because of the insufficient proposal.
Tab. 10 People refuse the consumption of a media type due to a poorly offer.
Absolute frequency
of people that refuse
Total nonthe consumption of
consumption for this
this media type due
media type
to a poorly offer
Relative frequency
of people that refuse
the consumption of
this media type due
to a poorly offer
Websites and
online wikis
134
60
44.78%
Merchandising
products
273
77
28.21%
Computer games
315
70
22.22%
Comic books and
graphic novels
583
75
12.73%
Books
230
19
8.26%
98
3
3.06%
Films and series
A media agency, gaming development company, or publishing house could transform this share of consumption refusal into capability for further consumption by
increasing the quality or changing the design of the media products. Especially for
merchandising products, computer games, and comic books, a design that is close
to the consumer’s demand and proposals of high-quality products could encourage
more people to consume a storyworld in the particular media form. These theses
will be closer examined in chapter 6.2.
Another reason for non-consumption is the general refusal of a media type. For
example, 51.27% of the total non-consumption for comic books and graphic novels
represent people that refuse this media type in general, and regardless of the storyworld and the belonging proposals.
211 See attachment A1.
84
Discussion of the Perceptions
Tab. 11 People that generally refuse the consumption.
Total nonconsumption for
this media type
Absolute frequency of
people that refuse the
consumption of this
media type generally
Relative frequency of
people that refuse the
consumption of this
media type generally
Comic books and
graphic novels
583
302
51.27%
Merchandising
products
273
113
41.39%
Computer games
315
130
41.27%
Websites and
online wikis
134
34
25.37%
Books
230
33
14.35%
98
3
3.06%
Films and series
Furthermore, the results reveal a significant number of people that also refuse computer games and merchandising products, with a relative frequency slightly above
41%. Comparing the absolute frequency, comic books, and computer games have
the most extensive number of general media type refusal.
In case of this reason, it could be challenging to encourage people to consume
content of the generally refused media type. It might be possible, with a media product which expands the storyworld considerably, and which is available on one media
type exclusively, to encourage such people to consume the particular media type.
However, such encouragement is possible with extraordinary design, quality, substantial, and access components only.
For example, inside of a transmedia storytelling system, the storyline of an audience favored secondary character expands by a parallel story, which is only available
on a graphic novel. In the mothership media, the storyline of this secondary character
ends with a cliff hanger,212 and a large part of the audience wants to know more about
the character’s fate. As a result, many people from this audience group would consider buying this specific comic book, even if they are not generally interested in
comic books. However, many people would also consider not buying this specific
comic book and switch to online forums or online wikis to read about the character’s
fate and gaining information from the fan-community. So, except for the substantial
and access components, it is advisable to add a unique design and quality component, too. The more product managers enrich such a proposal uniquely, the higher is
the opportunity to encourage people to consume such a product, even if they refuse
this kind of media type commonly.
Besides the interest and refusal, there are less significant reasons for nonconsumption, such as the interviewee is not able to consume a particular media type
or scattered reasons that are summarized as “Other Reasons.” The option of being
not able to consume a particular media relies on the approach that some people are
212 A story that has an open end.
Interpretation and discussion of the survey’s results
85
physically disabled, or they have not the necessary hardware. This reason represents
a range of relative frequency between 0% and 3.12% of total nonconsumption, for all
media types from the survey. In case of merchandising products, this option of reason does not exist, because the proposal of merchandising products is so considerably vast and diverse, that such a reason has no significance. The most significant
number of this reason appears in computer games, which is the only media type that
could require the acquirement of a gaming console besides the game itself. Therefore, the possibility of missing hardware is considerably higher for computer games
and, consequently, an explanation of the highest value for this reason. All in all, this
reason is not considerable enough to start a broader examination.
However, a broader examination of the “Other Reason” summarization reveals
a further cause cause the non-consumption of comic books that were not available
in the survey. Other reasons represent a relative frequency of 9.17% for total
non-consumption of comic books, and approximately 76% of these other reasons
are the fact that people did not know about their existence inside of the transmedia
storytelling system.
Tab. 12 Distribution of people that did not know about comic book proposals.
Storyworld
Absolute
frequency
Total nonof Other
consumption
Reasons
Relative
frequency
of Other
Reasons
Absolute
frequency of
people that did
not know about
the existence of
comic books for
this storyworld
Relative
frequency of
people that
did not know
about the existence of comic
books for this
storyworld
Tolkien’s
Legendarium
226
26
16
7.08%
A Song of
Ice and Fire/
Game of
Thrones
229
13
11
4.80%
The Witcher/
Geralt Saga
134
15
14
10.45%
Total
589
54
41
6.96%
9.17%
Therefore, 6.96% of total non-consumption for comic books reasoned in the fact
that the interviewee did not know about the proposal of comic books and graphic
novels as part of the storyworld. Especially in the case of The Witcher, where graphic
novels expand the storyworld with new interstitial microstories, 14 from a total of 181
(7.73%) interviewees that have chosen The Witcher for the survey, did not know about
its existence. When publishers could bring the proposal of such comic books to the
interested public’s attention, then more people might be encouraged to the consumption of this media type.
86
Discussion of the Perceptions
6.1.4 Interpretation and discussion
in terms of further results and perceptions
Besides the results of the target audience and consumption behavior, a few more
perceptions and results from the survey and theoretical research emerged to be
examined.
First, an extensive visualization of a story seems to build the basis for merchandising products. Such visualization must reach specific cultural approval and significance that relate to the success of the particular media product. For example, a
massive proposal of merchandising products emerged of The Hobbit emerged with
the film trilogy.
Second, for every media type’s consumption except merchandising products,
the most frequent reason is the willingness to learn more about the storyworld and
the objects and creatures that are living in it. Just in the case of computer game consumption of A Song of Ice and Fire/Game of Thrones, the most frequent reason is the
re-experience of the same storyline (adaption). The study of the storyworld of A Song
of Ice and Fire/Game of Thrones storyworld gets an intense and complex fantasy structure and compared to the other storyworld examples, a small fantasy inventory (see
chapter 5, figure 10, page 53). In four cases, the consumption reason to learn more
about this storyworld exposes the least significant frequency, compared to the other
examples. For films, series, websites, and online wikis, this reason is the most frequent in the case of A Song of Ice and Fire/Game of Thrones.
Tab. 13 Distribution of people that want to learn more about the storyworld.
Tolkien’s Legendarium
A Song of Ice and Fire
Game of Thrones
The Geralt Saga
The Witcher
Films and series
63.95%
71.88%
64.71%
Books
79.05%
75.26%
92.23%
Computer games
55.38%
36.96%
100.00%
Comic books
Graphic novels
91.67%
64.71%
82.98%
Websites
Online wikis
88.10%
89.66%
86.67%
Merchandising
products
10.45%
7.93%
15.00%
The reason why Game of Thrones has the highest share of people that want to learn
more through the series could rely on the fact that Game of Thrones continues the
storyline of the still-unfinished novel series and unveils the final fate of the characters. The same situation on websites and online wikis could be explained by the firm
and complex fantasy structure. In A Story of Ice and Fire/Game of Thrones, multiple
heroes appear and experience their storyline in a vast and complex imaginary social
Interpretation and discussion of the survey’s results
87
system along with different timelines. Furthermore, the stories inside this transmedia storytelling system often tell about politics and schemings. Therefore, many relations and events between various imaginary characters, institutions, and creatures
emerge and manifest the strong fantasy structure. Consequently, more consumers
could go back to the websites and online wikis to look up such relations, timelines,
and events of the storyworld.
The result of why this storyworld has the smallest share of people that want to
learn more trough computer games could rely on the circumstance that the proposal of computer games is built out insufficiently, compared to the other examples.
Only the Game of Thrones tell-game stories expand the storyworld. However, these
computer games trail to the computer games of The Witcher and Tolkien’s Legendarium regarding quality and recognition.
Furthermore, the fantasy inventory could affect the consumer’s willingness to
learn more about the particular storyworld. A storyworld with a high number of
imaginary creatures and objects has a more significant scope for information and
content than a storyworld with a lower number of imaginary creatures and objects.
For instance, the orcs in Middle-Earth raise questions about their creation, culture,
relation to other tribes, relations among themselves, and their history and future.
Such imaginary entities produce much information that a consumer can learn about
because it is imaginary and not known to a person from the primary world. Besides
this, it enriches the secondary world with more information and content aspects that
lead to further potential stories that could cause more media products. This thesis
still needs to get a closer examination, whether consumers prefer storyworlds with a
vast fantasy inventory to learn more from it. Such an examination could be realized
through a further survey that goes deeper into the content of the examples.
Third, as the statistics in chapter four and the examples reveal, fantasy media
products might be more successful in the form of a set of the same media type. It
seems trivial because the basis of a transmedia storytelling system is a storyworld that
is too big to be represented in only one media implementation. However, samples
from real-life show that a series of one media type often built a canonic core storyline inside a storyworld that often achieves commercial success. For example,
Game of Thrones, The Harry Potter film series, and also their particular novel basis,
are a uniform set of the same media type. Such series provides a vast canonic story,
which achieves massive commercial success and function as a mothership inside a
transmedia storytelling system. Besides the fact that a series of the same media type
can carry a vast and complex storyline sufficiently, the same media type also ensures
the same consumption condition for every episode. For example, the shift from film
to computer game requires the availability of hardware that can run computer
games. This shift could cause a loss of consumers that do not have such hardware.
Therefore, a media series should finish a storyline sufficiently and should not shift
the media type in the telling of a story. However, such a shift happened in the case
of Game of Thrones and the A Song of Ice and Fire novel series. The novel series is still
unfinished, and so is the storyline. Game of Thrones tells an alternative story based
on the events from the novels, also expanding, and even finishing the storyline. This
88
Discussion of the Perceptions
shift from book to film and TV series or vice versa might cause less loss of consumers because a TV and books are a more regular part of the accessory. A Statista statistic reveals that 94% of all German households own a television receiver, 80% own
a Laptop, 58% own a DVD or Bluray player, 55% own a PC, and 41% own a gaming
console, all in 2018.213 Based on this data, it is plausible that a shift from book or TV
to computer games could cause a more significant loss of consumers than a shift
from book to film or vice versa.
6.2 Strategic Theses for Publishing Houses and
Media Agencies
This subchapter creates theories of advisable strategies for publishing houses and
media agencies. The aim is to create guidance about the creation, maintenance, and
usage of a transmedia storytelling system. All following considerations are exemplary
for publishing houses and content from the fantasy genre. Although most of the
guidelines are also assignable to other media companies and content genres.
Figure 17 Example business model.
213 Statista: Welche der folgenden Geräte besitzen Sie in Ihrem Haushalt?, Statista, Statista GmbH, 2018.
https://de.statista.com/statistik/daten/studie/476429/umfrage/geraetebesitz-fuer-denmedienkonsum-im-haushalt-in-deutschland/ [last accessed on 2019.11.08].
Strategic Theses for Publishing Houses and Media Agencies
89
An exemplary business model is the basis of the following guidelines. The business
model reveals two sides, a conception side handled by the publisher’s editors and a
production side handled by several producers. In the middle of the model lies a set
of content, which is the object of publication and storyworld extension.
The exemplary business model pictures a circle of how a publisher or media-producer and the fan community expand a transmedia storytelling system and also utilizing its canonic documents. The editors of a publishing house adopt or develop a
transmedia storytelling system and stay in contact with the particular fan community.
Two kinds of information about the transmedia storytelling systems exist – first, the
public system that is available and adjustable for every consumer or fan. Second,
the intern database and information pool of the particular storyworld, which is only
available to the publisher. The editors acquire and edit the content, and the producer edit and controls the further production of the content into new media assets.
After production, these new media products expand the storyworld, and consequently, the entire transmedia storytelling system. Then the circle repeats, with an
evolved storyworld. Marketing management affects the complete circle and should
apply in every step of production and conception. The guidelines for the conception
and editor side of the circle are presented first.
6.2.1 Acquiring the right content
A transmedia storytelling system can gain cultural recognition independently, or it
could be developed by a company. The examined examples show that this is not an
“either-or”-situation rather than it is lying in between both poles of ermergence. A
storyworld gains a specific degree of cultural recognition by an audience with particular interest until a media company decides to adopt this storyworld and increase its
popularity.
–
So, in that sense, it is advisable to monitor the market for a transmedia storytelling system with the potential to gain popularity and commercial success.
In some technical forums, such as the publisher’s forum 2017 in Berlin, experts considered, to hire editors that examines the market and creates the “new Harry Potter”
and as a result, establishing a long-term transmedia storytelling system on their own
– in conclusion, developing instead of monitoring as a strategy. However, a group of
editors brings the risk of discord and consequently causing inconsistency in the
storyworld. Inconsistency is a factor that is incompatible with a functioning storyworld and secondary world. The survey from this master thesis also revealed that an
inconsistent and pedestrian writing style could lead to consumption refusal. The
example of The Witcher displays a more suitable way of creating a transmedia storytelling franchise by involving editors and the original auhtor. Andrzej Sapkowski
created a core of canonic stories that contains massive substantial depth and consistency. Based on these stories, CD Project created a sequel with the help of other
authors and editors in the form of computer games and comic books. It is
90
Discussion of the Perceptions
undoubtedly possible to create a core of canonic stories by hiring a group of editors
or a single talented author, but it is an additional factor of cost to create a story,
instead of licensing a story and enlist the author in the profit. Besides, it is still not
safe, that the storyworld gains commercial success.
–
In conclusion, it is advisable to incorporate a core of canonic stories created by
an author and to pitch and expand this storyworld with the help of a team of
editors and other authors.
This perception raises the questions of how to search for a good story and how to
pitch such a story. In current times, it is easier than ever to get in touch with groups
of particular interest, such as fantasy enthusiasts, by using web forums, conventions, social media, and factors of globalization. As a company that aims to build a
transmedia storytelling system and keep a long-term focus on it, it could be obligatory
to stay in contact with such communities because these are one of the most critical
target audiences for such storytelling franchises. Therefore the examination of such
communities is mandatory to obtain the costumer’s point of view, customer value,
and wishes. Besides the opportunity to recognize new potential content and to gain
essential marketing information, such groups also edit or expand the storytelling
system by fanfiction and additional information.
–
In conclusion, it is advisable to monitor communities of fantasy enthusiasts to
gain information about new content, customer’s point of view, -value, and
-wishes, and lastly, about apocryphal stories, such as fanfictions.
Figure 18 Example business model – editorial side.
Strategic Theses for Publishing Houses and Media Agencies
–
91
Furthermore, it is judicious to establish and manage a platform for such communities. So the publisher can maintain bidirectional communication with its
target audience, establish a long-term relation, gaining essential information,
and build a positive image.
The exemplary business model also displays a bidirectional communication
between the publisher and the fan community. Such a long-term relationship could
build a positive image, a credit of trust, a channel for feedback and information of
the costumer’s wishes, and an opportunity to discover new content. All in all, it
could help to create a trademark.
Furthermore, the survey reveals that several people did not know about a comic
book proposal of the exemplary storyworlds. Such a community platform could help
to advertise every media of this storyworld and deliver the entire amount of information to the audience and customers.
Another point is that the publisher can get in touch with user-generated content.
After checking and validating this kind of content, the publisher should consider
making use of it. Such content could bring new media products, a storyworld extension with commercial significance, and create customer loyalty.
–
It could be profitable to incorporate content and ideas from the audience and
consumers.
For proving this theory, it is advisable to interview people from the target audience
what do they think about such content regarding quality, consistency, and image
after they compared user-generated and author/editor-generated content.
6.2.2 How to design a transmedia storytelling system?
When a publisher finds a potential storyworld and a beginning of a transmedia storytelling system, it could be essential to know how to pitch a story for expanding and
editing the storyworld. Marie-Laure Ryan and Henry Jenkins elucidate three components for designing a transmedia storytelling system. These components are
–
–
–
Development of a storyline,
Development of a character,
Development of an entire world.214
All components depend on each out because a storyworld cannot develop its identity
without characters that living inside of this world, and the characters cannot develop
their identity without an associated personal story.215
214 Jenkins, Henry: Convergence culture – Where old and new media collide (New York: New York
University Press, 2006) page 116 et seq.
215 Ryan, Marie-Laure: “Transmediales Erzählen im Zeitalter der Medienkonvergenz”, In: “Medien.
92
Discussion of the Perceptions
Examples narratives that only focus on the plot are fairy-tales, such as Cinderella
or Hansel and Gretel. Such characters do not have an individual personality that
reaches beyond the events of the storyline. The same case applies to tragedies,
which are driven by destructive actions, not individual personalities.216
Developing a character means to create a fictional person that seems to have an
independent existence. It should induce the recipient’s empathy for this fictional
person.
Examples of personality focused narratives are Sherlock Holmes or James Bond.
More usually, the personal progress of such fictional persons ceases over continuous storytelling because the narratives tend to follow the same structure from episode to episode. These fictional people became a kind of superhero that always
solve all problems in every episode. In conclusion, the storyworld expands with
every episode, but there is no essential alteration.217
Developing an entire storyworld means to establish a network of fictional people,
where everyone has his/her personal story. These fictional people are related to
each other. Depending on a personal storyline, some characters become protagonists while the other ones stay minor characters. These roles shift with another storyline. Such a dynamic relation between fictional characters and their particular
storylines pitches an entire storyworld.218
Furthermore, the storyworld must have changeless properties that work as a
frame of reference for every storyline and character. Besides, the storyworld also
should have a specific degree of diversity and complexity, which means that it needs
content-related depths – for example, a massive number of details and diverse
aspects. The storyworld should have an encyclopedic capacity of details, diverse
aspects, relations, folklore, and many more.219
A flagship-examples of a storyworld focused narrative is G.R.R. Martin’s novel
series A Song of Ice and Fire, where multiple fictional persons, who are related to
each other, endure their personal story. The world of Westeros and Essos is the same
for every character (changeless frame of reference) and a massive amount of details,
fictional cultures, history, geography, flora, and fauna.
–
In conclusion, the design and development of fictional personalities with their
particular personal story is the basis for the advancement and design of an
entire world.
Erzählen. Gesellschaft” (De Gruyter: Berlin, 2013) page 111.
216 Aristoteles: Poetik (Stuttgart: Reclam, 1994) page 19.
217 Ryan, Marie-Laure: “Transmediales Erzählen im Zeitalter der Medienkonvergenz”, In: “Medien.
Erzählen. Gesellschaft” (De Gruyter: Berlin, 2013) page 112 et seq.
218 See fn. 57.
219 Jenkins, Henry: Convergence culture – Where old and new media collide (New York: New York
University Press, 2006) page 118 et seq.
Strategic Theses for Publishing Houses and Media Agencies
–
–
–
93
The storyworld must have changeless properties, a massive degree of diversity
and complexity, and contain a network of fictional personalities that relates to
each other.
According to the character’s point of view, the roles of protagonists, antagonists,
and minor characters determine dynamically and changeable.
The fictional characters and their personal stories and relations to each other,
filling the storyworld, which is predefined in detail by static and dynamic components with encyclopedic capacity.
The diversity and complexity of a storyworld should give rise to the same passion
that brings people to studying historical maps or family histories. In the case of a
transmedia storyworld, the audience should get encouraged to studying the particular fictional ethnic group, or the storyworld’s history, or disclose a secret from the
storyworld. The analysis of the survey also results that most recipients of fantasy
franchises want to learn more about the storyworld.
–
Therefore, it could be essential to provide enough diverse and complex content
across several media types and in various episodes because the results reveal
that most recipients are willing to learn more about the storyworld.
For proving this theory, it could be advisable to examine if a customer’s demand for
more complex content to learn more about remains or appears when there is no
current supply from the publisher.
All in all, this master thesis underpins the factor that people are willing to consume from a transmedia storytelling system of fantasy content. Especially in consuming storyworld advancement by the motivation to learn about this world.
6.2.3 After obtaining the right stories
After a publisher found a suitable storyworld for processing, it is the next step to gain
the legal right to use and further processing. As every expert should new is not possible to gain the copyright of the story because it only pertains to its creator. So, the
publisher can only obtain the primary and secondary publication rights for a narrative. These rights should involve the processing and publications of all media types
that are planned to be published.
–
Therefore it is essential to consider beforehand how many different media types
and output channels are required for publication.
The more rights a publisher want to gain, the higher are the fees that the creator can
require. Besides this, it is also essential to consider to obtain exclusive rights or general rights. Obtaining exclusive rights prevent that another publisher builds up a
transmedia storytelling system around the same storyworld. Besides, it is also essential
to consider merchandising and cross-marketing measures, which require licensing,
94
Discussion of the Perceptions
cooperating, and possibly outsourcing arrangements. As mentioned in the previous
subchapter, the storyworld should reveal a massive amount of diverse and complex
aspects, a network of fictional personalities that are related to each other, and the
particular personal stories, besides changeless properties. Such a vast amount of
information requires a management system to retain the overview and control of
the content.
For aiming an advancement of the storyworld in the form of new spin-offs and
for establishing data retention for the production, it is advisable to gather, save and
display metadata, such as attributes and elements from the storyworld. Furthermore,
it is advisable to create a characterization of every significant character of the storyworld. Such a characterization aims to gather all attributes from a fictional personality and enables them to comprehend the deeds and development of this person.
Besides, it is a method to build a basis from where an editor or author can continue
an authentic story that is consistent with the storyworld. Also, a visualization of the
narrative’s course could help an editor to keep an overview of such a massive amount
of information.
–
In conclusion, gathering meta and descriptive data from the storyworld, as well
as visualizing the course of narratives and creating characterizations for significant fictional personality, could be proper methods for retaining consistency
and create authentic extensions.
After entering the data from the storyworld into a management system and database,
the rehashed content is ready for production. With every storyworld extension, such
as parallel stories, new detailed information about objects and creatures from the
author, or peripheral stories, the database needs to be updated with such information. A publisher could realize such a system with the help of already developed
content management systems. On further research, it would be advisable to define
requirements for a system that could help to manage the total data from a transmedia storytelling system – then followed by a series of tests with various content management systems to make a more precise point about requirements for the system
and a selection of suitable supplier.
For the product conception, it could help to distinct into storytelling-products,
describing-products, and representing-products. Storytelling products contain a
complete story or a part of a bigger story that can stand alone and deliver satisfactory entertainment experiences, such as books or films. In contrast, describingproducts contains information, descriptions, or just metadata of characters, events,
or relationships from the storyworld. They are not suitable to contain more than
short peripheral stories, much less than a vast and complete story. Such describing-products could be entries on online wikis or card- and broad games.
Representingproducts are items that represent the storyworld, such as merchandising or advertising products. They do not describe the storyworld or tells a story from
it, but rather gain attention for the franchise. Also, the results of the survey revealed
that in the case of websites, online wikis, and merchandise, no one wants to
Strategic Theses for Publishing Houses and Media Agencies
95
re-experience a mothership’s story but instead of learning more about the storyworld
or other reasons.
The results of the survey also revealed that for some media types, an extensive
capability exists to gain a wider audience and more customers. After a transmedia storytelling system is once established and gains commercial success, it could be advisable to
utilize the capability of new and less popular media types, such as comic books and
computer games. For instance, exclusive continuations of storylines could encourage
customers to consume such media types. Even waiting could be a proper strategy to
make a product of an unpopular media type to a good seller – for example, a computer
game with a particular storyline could achieve popularity in a long time, when since
the release date the storyworld gains so much cultural recognition and customer’s loyalty that fans consume the computer later. So, in that sense, it could be advisable to
retain the proposal of the computer game, even when it is not a good seller for the first
time.
Furthermore, every media types contain specific attributes that can help to
pitch a character or even the storyworld. In the case of computer games, the degree
of the recipients’ participation is considerably high. The player controls the protagonist, and evolves his/her skills and also makes choices for his/her. The publisher
could utilize these involvement properties of computer games to develop a personal
story of a character close to the player’s attention and empathy.
–
In conclusion, the publisher should activate and utilize the potential of less popular media types, depending on commercial success after establishing the transmedia storytelling system and publishing the motherships of the storyworld.
Long-Term monitoring of such measures could provide more significant statements
of whether less popular media types contain the capability for huge commercial
success.
For establishing a transmedia storytelling system, it could be advantageous to
implement the motherships of the storyworld in a medium with a low degree of recipient’s participation and production effort. As already examined, a computer game or
printed book requires a higher degree of the recipient’s participation than a movie
or wiki entry. On the other hand, a printed book requires less production effort than
a high-quality movie or computer game. Besides, the access-factor to particular
media affects consumption too – for example, a book-type media is more accessible
than a computer game that requires specific hardware for consumption.
The results of the survey revealed that the three most consumed media are
websites and online wikis, book-type media, films, and series, excluding merchandising products.
–
As a result, it could be advantageous to publish the central narratives of the
transmedia storytelling system in a media form that is easily accessible and
requires a low degree of recipient’s participation.
96
Discussion of the Perceptions
The production effort is an intern factor that affects the company, besides the recipient’s participation and consumption access are extern factors that affect the customer directly. However, the production effort determines the quality and design of
the end product. Therefore it also affects the consumer, but rather as an indirect
factor after with minor priority. The quality and design of the end product is instead
an essential factor for the competition between products of the same media type. In
contrast, the consumption access and participation degree are significant factors
for the competition of different media types.
For further research, it would be helpful to establish a uniform system or model
that displays the different levels of the participation degree, consumption access,
and production effort for each significant media type. Such a system could support
the publisher to make a more precise assessment of sales.
6.2.4 The right publishing system
On the production side of the business model, the focus of the examination moves
to the publishing system. The publishing of multiple media in different forms
require a multiple channel publication workflow. Based on this fact, the publisher
has the choice to set up multiple media-specific source data for each output channel
or to set up a single source data, which requires media impartial data retention. In
other words, the publisher has the choice between a multiple-source-multiplechannel publication workflow (MSMC) or a single-source-multiple-channel publication workflow (SSMC). The advantage of an MSMC workflow is that a publisher is
immediately ready to start the process. In contrast, an SSMC workflow requires the
creation of media-impartial data retention, which means an extensive preparation
and structuralizing of data before the publisher can start publishing. The advantage
of an SSMC workflow is that it enables automatization and, consequently, savings on
further processing. Also, corrections and modifications that appear in the ongoing
publishing process can be globally implemented for every output channel with single editing in the source data. In contrast, an MSMC workflow allows no automatization, requires multiple and parallel processes; consequently, more personal
resources and corrections must be implemented for each output channel manually.
Furthermore, multiple parallel processes for multiple output channels contain the
risk of content-related inconsistency.
–
From there, a comprehensive cross-media publishing system with a singlesource-multiple-channel publishing workflow is highly recommended for working inside transmedia storytelling systems.
Strategic Theses for Publishing Houses and Media Agencies
97
Figure 19 Example business model – production side.
A further point of production is considering the number of output media types.
Mostly, every media type has its particular necessary creation process, which
depends on its nature. Mostly each significant media type establishes its particular
area of expertise and technology. Therefore a standard publisher cannot realize all
media forms alone and need help from a specific partner, such as a film maker, a
recording studio, or a game developer. As figure 17 shows, the publisher has a specific range of products that he/she could produce on its own. Most publishers cannot produce high-quality movies or computer games because they do not have the
technology and skills. From there, they must team up with other companies.
–
Publishing houses should consider cooperating with other media companies,
that can produce media, for which the publishing house has not the skills and
technologies
It also could be possible that a big umbrella media company contains several subsidiary companies or departments which could produce every possible media inside a
uniform company setting. Walt Disney Studios or Marvel Entertainment are such companies, for instance.
For standard publishing houses, it is necessary to strike up cooperations with
other media companies.
98
–
–
Discussion of the Perceptions
For cooperation, the partners should negotiate about the duration of working
together, communication interfaces, uniform project management methods,
and arrange interchange formats.
It is advisable to use already existing interchange formats for unsteady production cooperations. In contrast, for steady production cooperations, it is advisable to create a process- aligned interchange format.
For most media types, particular XML-based interchange formats already exist – for
example, XGF for computer games,220 MusicXML for sheet music, or development-specific XML files for further processing in Java. For movies and TV series, the
literary form of the narrative must be transformed into a movie script. Most interchange formats facilitate the production of movies, recordings or computer games,
but an automatization is not possible because of a considerable number of human
resource processes, such as acting or programming, do not allow automation.
Also, merchandising requires to work with other companies, such as printing
service hosts or craft enterprises. After cooperation succeeded and the companyacross operating cycles works smoothly, the publishing house could consider
establishing a long-term partnership and cross-marting strategy schedule with the
partner company about further productions inside the transmedia storytelling systems.
6.3 In conclusion
The progressive media convergence and the emergence of new media types and
forms revived the trend of transmedia storytelling. A transmedia storytelling system can
appear in various structures, of various reasons, and in concetn of multiple media
content. However, the most popular transmedia storytelling structure exposes itself
to new successful franchises, such as Game of Thrones, Harry Potter, or The Witcher.
All these examples belong to the fantasy genre, and that for good reasons. The
structure of the fantasy genre matches the structure of transmedia storytelling on
significant points, such as the secondary world match with the storyworld, the fantasy
structure match with the requirement of story development, and the fantasy inventory correspond with the required diversity and complexity of a storyworld.
Transmedia storytelling could create long-term customer’s loyalty by the return of
invested cognitive effort. In other words, when a recipient spent much time exploring
a storyworld, he/she will steadily return to the storyworld to justify the invest of his/her
cognitive effort. Furthermore, a transmedia storytelling system can establish communities and enables a flexible expenditure of time. The recipient can manage by his/her
own, how in what period of time he/she consumes the components of the storyworld.
The survey of this master thesis revealed that most people are willing to learn
about the storyworld and invest the cognitive effort for this. Most people who have
not yet managed to consume all proposals of a transmedia storytelling franchise are
220 red-bean: XGF – An XML Game Format, https://www.red-bean.com/sgf/xml/ [last accessed on
2019.11.15].
Strategic Theses for Publishing Houses and Media Agencies
99
still interested in doing so. This fact implies that such a transmedia storytellings system is a long-term project and could have a long life cycle. Furthermore, the results
picture an arrangement of the media type’s popularity and suitability concerning
transmedia consumption. Book-type media, movies/TV series, websites, and merchandising are the most popular media in that sense. In contrast, computer games
and comic books are less popular but contain a considerable capability for designing a transmedia storytelling system.
The editors and authors of a transmedia storytelling system should communicate
with the fancommunity of the storyworld and steadily develop and expand the system to generate new products. By a specific degree of cultural recognition, a transmedia storytelling system could evolve into a commercial entertainment megatrend.
On the other hand, a transmedia storytelling system requires the processing of a
massive amount of information, content and source data, obligatory inner consistency, bidirectional communication with the audience, and a sophisticated publishing and production business system, across multiple companies, departments or
subsidiary companies. The setup, maintenance, and management of such systems
require massive resources of staff, time, and finance.
A cross-media publishing system enables a specific degree of automatization
and saving of resources. Besides, an SSMP workflow ensures the consistency of content for multiple output channels. A partnership with other media-production companies enables cross-marketing measures, which could cause better sales, and reduce
resources of time and finance. It is advisable for publishing houses to create an
imprint that focuses on the transmedia storytelling system only.
All in all, transmedia storytelling could be a long-term business strategy for the
media industry. It requires massive investments recourses, a comprehensive marketing strategy to gain an audience, and the setup of sophisticated publishing and
management system. However, once the transmedia storytelling system is established
and adopted by the audience, it ensures long-term projects, sales, and resilience in
competition.
100
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Attachement A1
http://doi.org/10.33968/9783966270281-07
108
Total Results
*The Fantasy franchise examples are abbreviated for better lucidity. Tolkien stands
for Tolkien’s Legendarium. GRRM stands für A Song of Ice and Fire/Game of Thrones.
The Witcher stands for The Witcher/Geralt-Saga
examination
object
options
The
Witcher* Total
relative
freqency
from
the total
of the
option
relative
frequency from
the total
Tolkien*
GRRM*
244
246
181
671
—
100%
89
56
100
245
—
36.51%
Female
152
190
81
423
—
63.04%
Diverse
3
0
0
3
—
00.45%
12–17 years old
5
1
3
9
—
01.34%
18–24 years old
88
66
50
204
—
30.40%
25–35 years old
116
97
94
307
—
45.75%
36–49 years old
26
61
30
117
—
17.44%
50–62 years old
7
21
4
32
—
04.77%
over 62 years old
2
0
0
2
—
00.30%
full time
employed
83
116
102
301
—
44.86%
half-time
employed
28
38
12
78
—
11.62%
university
student
115
64
35
214
—
31.89%
2
11
15
28
—
04.17%
participants
Personal data
gender
age
job
situation
Male
trainee
school student
currently
unemployed
5
1
2
8
—
01.19%
11
16
15
42
—
06.26%
109
Results of consumption
examination
object
Mothership
media
type
book
media
type
options
relative
frequency from
the total
Tolkien*
GRRM*
79
34
16
129
—
19.23%
non book
165
212
165
542
—
80.77%
total
105
97
103
305
100.00%
45.45%
learning more
about the
storyworld
83
73
95
251
82.30%
re-experience the
story on another
medium
19
20
8
47
15.41%
book
3
4
0
7
02.30%
total
86
32
85
203
100.00%
learning more
about the
storyworld
55
23
55
133
65.52%
re-experience the
story on another
medium
25
9
27
61
30.05%
6
0
3
9
04.43%
other reasons
film/TV
series
media
type
The
Witcher* Total
relative
freqency
from
the total
of the
option
other reasons
30.25%
110
examination object
computer
game media
type
comic/
graphic
novel
media type
website and
online wiki
media type
options
Tolkien*
GRRM*
The
Witcher* Total
relative
freqency from
the total
of the
option
relative
frequency from
the total
28.46%
130
46
15
191
100.00%
learning more
about the
storyworld
72
17
15
104
54.45%
re-experience
the story on
another
medium
44
24
0
68
35.60%
other reasons
14
5
0
19
09.95%
total
84
17
47
148
100.00%
learning more
about the
storyworld
77
11
39
127
85.81%
re-experience
the story on
another
medium
7
6
8
21
14.19%
other reasons
0
0
0
0
00.00%
total
168
203
165
536
100.00%
learning more
about the
storyworld
148
182
143
473
88.25%
get in touch
with other fans
8
9
9
26
04.85%
read
fanfictions
8
10
7
25
04.66%
publish
fanfictions
1
1
2
4
00.75%
other reasons
3
1
4
8
01.49%
total
22.06%
79.88%
111
examination object
merchandising
products
options
Tolkien*
GRRM*
The
Witcher* Total
relative
freqency from
the total
of the
option
relative
frequency from
the total
59.31%
134
164
100
398
100.00%
learning more
about the
storyworld
14
13
15
42
10.55%
re-experience
the story on
another
medium
98
130
78
306
76.88%
other reasons
22
21
7
50
12.56%
total
53
115
62
230
100%
no interest for
the storyworld’s proposals on this
media type
10
6
3
19
08.26%
not able to
consume
0
1
0
1
00.43%
generally no
interest for
consuming this
media type
7
8
18
33
14.35%
have not yet
manage to
consume. but
still interested
28
89
40
157
68.26%
other reasons
8
11
1
20
08.70%
total
Results of non-consumption
book
media type
112
examination
object
film/TV
series
media
type
computer
game
media
type
options
Tolkien* GRRM*
The
Witcher*
Total
relative fre- relative
qency from frequenthe total of
cy from
the option the total
total
0
2
96
98
100%
no interest
for the
storyworld’s
proposals on
this media
type
0
0
3
3
03.06%
not able to
consume
0
0
0
0
00.00%
generally no
interest for
consuming
this media
type
0
1
2
3
03.06%
have not yet
manage to
consume but
still interested
0
1
85
86
89.58%
other reasons
0
0
6
6
08.70%
114
200
1
315
100%
27
43
0
70
22.22%
4
6
0
10
03.17%
generally no
interest for
consuming
this media
type
51
79
0
130
41.27%
have not yet
manage to
consume. but
still interested
25
64
0
89
28.25%
other reasons
7
8
1
16
05.08%
total
no interest
for the
storyworld’s
proposals on
this media
type
not able to
consume
113
examination
object
comic/
graphic
novel
media
type
options
total
Tolkien* GRRM*
The
Witcher*
Total
relative fre- relative
qency from frequenthe total of
cy from
the option the total
226
229
134
589
100%
36
36
3
75
12.73
0
3
1
4
0.68%
103
132
67
302
51.37%
have not yet
manage to
consume. but
still interested
61
45
48
154
26.15%
other reasons
26
13
15
54
09.17%
no interest
for the
storyworld’s
proposals on
this media
type
not able to
consume
generally no
interest for
consuming
this media
type
114
examination object
website
and online
wiki media
type
The
Witcher* Total
relative
freqency
from
the total
of the
option
16
134
100%
13
6
60
44.78%
0
0
0
0
00.00%
generally no
interest for
consuming this
media type
15
16
3
34
25.37%
have not yet
manage to
consume. but
still interested
16
13
4
33
24.63%
other reasons
3
1
3
7
05.22%
options
Tolkien*
GRRM*
total
75
43
no interest for
the storyworld’s
proposals on
this media
type
41
not able to
consume
merchandising
products
total
110
82
81
273
100%
no interest for
the storyworld’s
proposals on
this media
type
44
22
11
77
28.21%
generally no
interest for
consuming this
media type
21
23
29
73
41.39%
have not yet
manage to
consume but
still interested
2
5
3
10
26.74%
other reasons
7
8
1
16
03.66%
relative
frequency from
the total
115
Distribution of the Mothership’s choice
options
Mothership book
Tolkien*
The
Witcher*
GRRM*
79
31.00%
34
13.00%
16
8.80%
Mothership non-book
158
64.00%
212
86.00%
165
91.20%
interviewee read the books
afterwards
105
66.46%
97
45.75%
103
62.42%
interviewee is still interested to read the books
28
17.22%
89
41.98%
40
24.24%
interviewee has no
interest to read the books
25
15.82%
26
12.26%
22
13.33%
Attachement A2
118
Survey’s structure and results in Detail
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