staging changes multi-media translations-from play to itunes store in ten easy stages…..”

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Staging Changes: Multi-media translations: adaptation practices across genres, media and forms Or “From Play to itunes store in ten easy stages…..”

The Dr Egg Adventures transmedia storyworld

The Dr Egg Digital Project: Dr Catherine Fargher catherine.fargher@mq.edu.auwww.dreggdigital.com www.dreggadventures.com

Theatre: Dr Egg and the Man with No Ear: Puppetry, animation and live performance

Images: Redmoon Theatre Chicago, Jessica Wilson Productions

Dr Egg's Magical Laboratory

In the beginning was the story...

Our appetite for story is a reflection of a profound human need to grasp the patterns of living...within a very

personal emotional experience. Robert McKee, 'The Story Problem' p 12.

Brad Pitt + wine glass = DNA

+ =

Witch + stolen hair = power (fables = the first science Vico. 1725.)

+

Historically, fables have explored the place of humans and animals in nature, and how life’s difficulties may be met with cunning,

ingenuity, invention, transformation, mutation and sometimes magic or luck. Scientific corporations are making promises for

remarkable futures and present day miracles using these same means to meet life’s

difficulties.

Fables and Scientific Geno-hype

Referencing real science as a basis for story: Brad Pitt's DNA and the 3D printed ear

Dr Larry Bonassar, Cornell University Bio-engineering researcher, Sydney Morning Herald Feb 27, 2013

Theatre: Dr Egg and the Man with No Ear

Features· An exciting interactive storyworld: The Dr Egg Adventures series of fantastical scientific adventure stories forms the basis of a range of innovative trans-media products. · A distinctive aesthetic style: Integrating a highly distinctive aesthetic style, the interactive storyworld uses illustration, animation, puppetry, video and a rich soundscape to immerse the audience, entice the imagination and encourage participation. · Trans-media potential: As children and users seek to take their experiences off-line, this storyworld has the potential to be incorporated into an animated TV series with Augmented Reality (AR) tags, stand alone games, mobile cross-platform Apps, published books and graphic novels, as well as a range of toys and models. · Educational potential: The Dr Egg Adventures features genetic science themes and introduces ethical decision-making, creating a strong educational focus aligning with the Science, Maths, History, and English curriculum Years 3 to 8.

EPOC (Electronic Proof of Concept) - Interactivity Map

Design: D. Weissner (c) 2013

Dr Egg's Magical Laboratory

Fun stuff - Bio-goo and square tomatoes

The Dr Egg Adventures prototype all ages testing day in the

Media Lab at Metro Screen 8/6/13

USER PROFILES AND SCENARIOS

Daniel is an eleven-year-old boy who is introduced to The Dr Egg Adventures title through word of mouth from his friends. He likes Minecraft, Lego’s online browsers and Cold Play. When he hears his friends discussing how they make their mutant creations fight in the ‘Biohazard Battle Arena’, it captures his imagination. Daniel is a non-sequential or visual-spatial thinker and is visually stimulated by the product’s sensational aesthetics. As a result the longevity of product exists in the ‘Mutant Create’ game, as an outlet for Daniel’s own creativity – inventing strange creations, each with elaborate stories of their own. Indira is a twelve-year-old girl who likes the Hobbit, Taylor Swift and iPhone apps like Geekbooth and Facemash. She hears about The Dr Egg Adventures title from her science teacher at school. When she gets home, she uses the iPad she got for her birthday to investigate. Indira is a sequential, systematic thinker who is very technology-savvy. She enjoys the ‘Mutant Create’ game, especially the decision-making process involved in determining which mutations are “safe” and which are “mistakes”. She enjoys the engaging narrative and quirky characters, noticing motifs, themes and ideas in the text that she did not previously.

Mika age 5 "I can't read, but I can listen"

'This project has been assisted by the Australian Government through the Australia Council for the Arts, its arts funding and advisory body.'

Age, Gender and The perception of Audio in the Learning Environment.

Market Test Response Summary

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