The vampire has become a fascinating character whose distribution and consumption have been reinvigorated over the past two decades thanks to series and sagas such as Buffy the Vampire Slayer, Twilight and True Blood. Conceived from the same myth, these three cross-platform products develop transmedia narratives in which well-designed storyworlds, distributed across digital and analogue channels, allow the engagement of the viewer, user and player. This chapter proposes a case study of Vampire: The Masquerade as a transmedia narrative. A product that combines a tabletop role-playing game (RPG), live-action role-playing game (LARP), card game, television series and two computer games. The chapter aims to highlight the role of the narrative world as narrative engine. The chapter provides reflections on how the cross-platform distribution of storyworlds, characterised by performative aspects, can foster audience participation and exploit the commercial success of a product.

Transmedia Storyworld as Narrative Engine. The Case of Vampire: The Masquerade

M. Ciancia
2019

Abstract

The vampire has become a fascinating character whose distribution and consumption have been reinvigorated over the past two decades thanks to series and sagas such as Buffy the Vampire Slayer, Twilight and True Blood. Conceived from the same myth, these three cross-platform products develop transmedia narratives in which well-designed storyworlds, distributed across digital and analogue channels, allow the engagement of the viewer, user and player. This chapter proposes a case study of Vampire: The Masquerade as a transmedia narrative. A product that combines a tabletop role-playing game (RPG), live-action role-playing game (LARP), card game, television series and two computer games. The chapter aims to highlight the role of the narrative world as narrative engine. The chapter provides reflections on how the cross-platform distribution of storyworlds, characterised by performative aspects, can foster audience participation and exploit the commercial success of a product.
CONVERGÊNCIAS
Audience Engagement
Storyworld
Transmedia Storyworld
Narrative System
LARP
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Utilizza questo identificativo per citare o creare un link a questo documento: http://hdl.handle.net/11311/1120684
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