2020
DOI: 10.1177/1354856520923972
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Marvinter: A case study of an inclusive transmedia storytelling production

Abstract: This article examines how the unique characteristics of Marvinter, an inclusive transmedia Advent calendar, affected its production and the individual media workers involved in this. In the native transmedia Marvinter project, a radio series and a mobile game were created and released simultaneously. Using ‘partly shared’ resources, the project was developed by two collaborating, non-profit organisations. Each chapter of the digital game had to match the corresponding radio episode. The whole had to be designe… Show more

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Cited by 6 publications
(6 citation statements)
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“…It can integrate the industry of entertainment and museum context. Brusk & Engstrom (2020) present a unique inclusive transmedia project, called Marvinter, that focuses on making radio series and mobile games with similar episodes. The project is designed for people who have hearing or vision impairment that is why transmedia technology is needed due to its multi environmental nature.…”
Section: Introductionmentioning
confidence: 99%
“…It can integrate the industry of entertainment and museum context. Brusk & Engstrom (2020) present a unique inclusive transmedia project, called Marvinter, that focuses on making radio series and mobile games with similar episodes. The project is designed for people who have hearing or vision impairment that is why transmedia technology is needed due to its multi environmental nature.…”
Section: Introductionmentioning
confidence: 99%
“…1 Study (Prandi et al, 2017) 2 2 Studies (Brusk and Engström, 2021;Chebka and Essalmi, 2015) 10 Studies (Andrade et al, 2019;Brusk and Engström, 2021;Dobosz and Adamczyk, 2020;Glattke et al, 2019;Gusev et al, 2016;Herskovitz et al, 2020;Lozano et al, 2018;Mahardhika et al, 2019;Regal et al, 2020;Torres-Carazo et al, 2016) 3 Studies (Joddrell and Astell, 2019;Martins et al, 2020 (Rector et al, 2017;Torres-Carazo et al, 2016) 3 Studies (Gelsomini et al, 2019;Gerling et al, 2016a;Kang et al, 2021) 3 Studies (Gerling et al, 2016a;Mason et al, 2019Mason et al, , 2020 2 Studies…”
Section: Game Technologies Across Disability Categoriesmentioning
confidence: 99%
“…I thought that given the foundational importance of said models in the disability literature, they would be the most likely theory used by accessibility researchers. Twelve studies (Beckett et al, 2016;Beeston et al, 2018;Bujari et al, 2015;Cairns et al, 2019b;Cinquin et al, 2019;Dombrowski et al, 2019;Garcia and de Almeida Neris, 2020;Gonçalves et al, 2020;Leite et al, 2019;Merritt, 2017;Salen Tekinbaş, 2017;Wasserman et al, 2019) made explicit or strong implicit Children with disabilities (Beckett et al, 2016;Brusk and Engström, 2021;Buzzi et al, 2019;Cabrera et al, 2017;Correa et al, 2018;El Hammoumi et al, 2018;Gelsomini et al, 2019;Grabski et al, 2016;Kamaruzaman et al, 2016;Kang et al, 2021;Mahardhika et al, 2019;Mikulowski, 2018;Othman et al, 2019;Ringland, 2019;Rocha et al, 2019;…”
Section: Additional Variablesmentioning
confidence: 99%
“…Telling interactive stories in a visualisation and animation concept creates a higher level of user interaction in a virtual environment [120]. When substantial changes occur in the story, the disadvantage is that the production costs increase inconsistently, because more than one medium has to be adapted, so it can be difficult to finance without more funds [119,121]. Nevertheless, the possibilities of TS are growing thanks to the new digital developments [122].…”
Section: Transmedia and Interactive Storytellingmentioning
confidence: 99%
“…Transmedia supports new pedagogics, and interdisciplinary collaboration might solve complex educational problems [142]. TS should include people with visual or hearing impairments, so if transmedia production spans multiple media platforms, it is particularly suitable for these people in a shared storytelling world [121]. Figure 8 shows different 3D tools during the 3D co-creative project.…”
Section: Transmedia Use and Storytelling: Hybrid Format (Digital/physical)mentioning
confidence: 99%