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Multi-platform television

Multi-platform television is a science topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand Multi-platform television rather than just read about it. In short: Multi-platform television (also known as multiplatform entertainment and transmedia storytelling) is "a mode of storytelling that plays itself out across multiple entertainment channels". Each medium that the story unfolds across makes a distinctive contribution.

Key takeaways

  • Multi-platform television belongs to science; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect Multi-platform television to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of Multi-platform television from memory before moving on to harder problems.

Reference excerpt

Multi-platform television (also known as multiplatform entertainment and transmedia storytelling) is "a mode of storytelling that plays itself out across multiple entertainment channels". Each medium that the story unfolds across makes a distinctive contribution. Big Brother 2001 was an early multi-platform television-based project.

Big Brother has been a series of multi-platform, cross-promotional world media events centered on television, with claims to technical, cultural, broadcasting, Internet, advertising, marketing, and even management innovation. It was accessible in the traditional way on free-to-air, via the official Big Brother website with discussion forums, on unofficial fan sites. It was catchable via radio updates. There was telephone voting, SMS updates to mobiles, and in the UK, there was live coverage and unedited rushes on a digital channel in Britain up to 18 hours a day. The most successful transmedia franchises have emerged when a single creator or creative unit maintains control. One notable example is Lucasfilm, which has managed and cultivated its Indiana Jones (1981) and Star Wars (1977) franchises.

When Indiana Jones went to television, for example, it exploited the medium’s potential for extended storytelling and character development: The Young Indiana Jones Chronicles (1992) showed the character take shape against the backdrop of various historical events and exotic environments. When Star Wars moved into print, its novels expanded the timeline to show events not contained in the film triplogies, or recast the stories around secondary characters, as did The Tales from the Mos Eisley Cantina (1995) series, which fleshes out those curious-looking aliens in the background of the original movie. When Star Wars went to games, those games didn’t just enact film events; they showed what life would be like for a Jedi trainee or a bounty hunter. Increasingly, elements are dropped into the films to create openings that will be fully exploited only through other media. While the technological infrastructure is ready, the economic prospects sweet, and the audience primed, the media industries haven’t done a very good job of collaborating to produce compelling transmedia experiences. Even within the media conglomerates, units compete aggressively rather than collaborate. Many believe that much greater coordination across the media sectors is needed to produce transmedia content.

Today NBC’s The Office is one example of how networks are expanding their television series to become “multi-platform.” Different characters and story arcs are able to be explored through their website and webisodes.The national broadcasters of Belgium (VRT) and Sweden (SVT) are developing the first pan-European multiplatform project named The Artists. This is based on the newly developed drama 2.0 format.

References

Sources Henry Jenkins, Convergence Culture: Where Old and New Media Collide, New York University Press 2006 Mark Gawlinski, Interactive Television Production, Focal Press, 2003 Janet Wasko, A Companion to Television, Blackwell Publishing, 2005 Trevor Slack, The Commercialisation of Sport, Routledge, 2004 Martin Cave, Kiyoshi Nakamura, Digital Broadcasting: Policy and Practice in the Americas, Europe and Japan, Edward Elgar Publishing, 2006

Worked examples

Example 1 — a first encounter with Multi-platform television

Start with the simplest possible case. Write down what Multi-platform television claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In science, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to Multi-platform television before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about Multi-platform television ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of Multi-platform television

In research
Multi-platform television appears in science research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses Multi-platform television in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
Multi-platform television is common in secondary-school and first-year university syllabi. It links to neighbouring topics Television terminology, so understanding it makes those chapters shorter.
In everyday life
Look for Multi-platform television outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.
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How to study Multi-platform television in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what Multi-platform television means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain Multi-platform television out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is Multi-platform television in simple terms?

Multi-platform television (also known as multiplatform entertainment and transmedia storytelling) is "a mode of storytelling that plays itself out across multiple entertainment channels". Each medium that the story unfolds across makes a distinctive contribution.

Why does Multi-platform television matter?

Because it connects several science ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study Multi-platform television?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on Multi-platform television.

Tags

  • Television terminology

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