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
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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.
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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. |
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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.