Psychology of Media & Technology
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Psychology of Media & Technology
The science behind media behaviors
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Rescooped by Dr. Pamela Rutledge from #transmediascoop
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What's Happened to Transmedia?

I got an email in my inbox a week or two ago asking the titular question.
It's been haunting me ever since. "


Via Simon Staffans
Dr. Pamela Rutledge's insight:

Transmedia has always had a rocky definition. It may, however, be moving more from a definable thing to a perspective on how to approach communication--whether entertainment, marketing or education.  To me, it has always represented a more accurate user-centered design that reflects how the human brain receives and gathers information and makes meaning of experience--through multiple channels.  It's not surprising that the pioneers of transmedia experiences have moved to the edge of the storytelling envelope, such as VR.  It is where the attention and money are focused given that the opportunities are unknown and thus, full of promise.  As Andrea's article points out, transmedia strategies were not uniformly able to create a viable business model that supported many creative endeavors.  At the same time, the fundamental shifts in the media landscape that impact consumer expectations and demands, not to mention the flood of choice, suggest that awareness of the need for multi-platform engagement only grows.  To me, this suggests that the fundamentals are more important, even if they "only" provide a foundation for thinking about strategies and projects in the way Simon describes.

Simon Staffans's curator insight, September 29, 2016 4:20 AM
"The genie is out of the bottle and can never be returned" Good stuff from Andrea.
Rescooped by Dr. Pamela Rutledge from Pervasive Entertainment Times
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Reality Check: Virtual reality isn't a real market. Yet | ZDNet

Reality Check: Virtual reality isn't a real market. Yet | ZDNet | Psychology of Media & Technology | Scoop.it
The reality? The vast majority of consumers aren't there yet, don't know or care about VR, and won't know or care in 2016 unless they are hardcore gamers. And only a few forward-looking enterprises -digital predators - are experimenting with VR in effective ways today.

Via Gary Hayes
Dr. Pamela Rutledge's insight:

Until developers can identify and DESIGN FOR the fundamental psychological goals (social connection, mastery and control) that drive the value proposition for most consumers, VR will be relegated to niche markets, such as hardcore gamers.  VR developers face both physical and psychological challenges in figuring out the magic ingredients that can make this happen.  They need #mediapsych to understand the cognitive and instinctive (neuro) human responses to media experience--the multi-levels of 'why' behind the technology.

ESTRELLA LOOR's curator insight, March 19, 2016 4:34 PM

Until developers can identify and DESIGN FOR the fundamental psychological goals (social connection, mastery and control) that drive the value proposition for most consumers, VR will be relegated to niche markets, such as hardcore gamers.  VR developers face both physical and psychological challenges in figuring out the magic ingredients that can make this happen.  They need #mediapsych to understand the cognitive and instinctive (neuro) human responses to media experience--the multi-levels of 'why' behind the technology.

Rescooped by Dr. Pamela Rutledge from Pervasive Entertainment Times
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Creating #VR Content? 10 Commandments every virtual reality experience creator should follow

Creating #VR Content? 10 Commandments every virtual reality experience creator should follow | Psychology of Media & Technology | Scoop.it
Thou shall cast thy fury at developers who do not keep these design rules dear.

Via Gary Hayes
Dr. Pamela Rutledge's insight:

Good "rules" but above all else, it has to have a good story.  

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Scooped by Dr. Pamela Rutledge
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Engaging Storytelling's Future Banks on a Balance Between New Tech and the Analog (see correct link below)

Engaging Storytelling's Future Banks on a Balance Between New Tech and the Analog (see correct link below) | Psychology of Media & Technology | Scoop.it
PSFK speaks with author and digital culture guru Frank Rose on the highs and lows of engaging storytelling tools like virtual reality
Dr. Pamela Rutledge's insight:

Article at: http://www.psfk.com/2015/10/future-of-engaging-storytelling-createtech-conference-frank-rose-wired.html

Frank Rose has the ability to step back from all the excitement and 'shiny penny' aspects of technology and hone in on the critical experiential elements.  Art, film, image, music etc. have always been about shifting perspectives.  Technology enables new levels of experience.  Simple things, like sound added to film, were as mind-boggling an experience as VR.  But technology also needs to enable core drivers.  Where well produced VR gives visual control and good storytelling in VR can add meaning, it will be critical for developers to not overlook the primacy of social connection.

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