Transmedia and intertextuality

Branden On
Cynthia Ahmar
Dany Nguyen
John Noel Buendia De Leon

Additional Discussion Questions:
1) In what way does transmedia enhance or impede your experience of a game?
2) What advantages or disadvantages can you think of about video games promoted as media franchises through transmedia storytelling?
3) Can you think of other examples of video games successfully making use of transmedia storytelling?

Worked Cited

Apperley, Thomas. “Citizenship and Consumption: Convergence Culture, Transmedia Narratives and the Digital Divide.” IE ’07 Proceedings of the 4th Australasian conference on Interactive entertainment. Eds. Martin Gibbs and Yusuf Pisan. RMIT University, Melbourne, Australia, 2007.

Fiske, John. “Intertextuality.” Television Culture. London, NY: Methuen, 1987, pp. 108-127.

Jenkins, Henry. “Transmedia 202: Further Reflections.” Confessions of an AcaFan, 1 Aug. 2011,

Kerr, Aphra and Roddy Flynn. “Revisiting Globalisation through the movie and digital games industries.” Convergence, vol. 9, no. 1, 2003, pp. 91-113. doi:10.1177/135485650300 900106.

Kusaka, Hidenori, writer. Pokémon Adventures. Art by Mato. San Francisco, CA: Viz Media, 1997. Print.

Picard, Martin. “Video Games and Their Relationship with Other Media.” The Video Game Explosion: A History from PONG to Playstation and Beyond, edited by Mark J.P. Wolf, ABC-CLIO/Greenwood, 2008, pp. 293-300.

Pokémon Red. Nintendo. 1998. Video Game.

Pratten, Robert. Getting Started in Transmedia Storytelling: A Practical Guide for Beginners.  2nd ed., CreateSpace Independent Publishing Platform, 2015.

Yuyama, Kunihiko, chief director. Pokémon. The Pokémon Company International, 1997.

Transmedia and intertextuality

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