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In the last lesson we met Henry Jenkins as the author of Textual Poachers (1992), a celebration of fan creativity in the pre-internet era. Between 1992 and the mid-2000s, the web changed everything. Mailing lists became forums. Fanzines became websites. Slash pairings became AO3. What Jenkins had described as a niche activity of dedicated fans became, on his analysis, the default mode of media engagement for a generation. In Convergence Culture (2006), Fans, Bloggers, and Gamers (2006) and Spreadable Media (2013, with Sam Ford and Joshua Green), Jenkins set out the framework AQA now asks you to know: participatory culture, convergence, transmedia storytelling and spreadable media.
Jenkins is an AQA named theorist. You should be able to attribute each of these concepts to him and apply them to CSPs.
In Confronting the Challenges of Participatory Culture (2006), Jenkins defined a participatory culture as one with:
Notice that participatory culture is not simply a description of the internet. It is a set of social conditions that can exist online or offline. Punk DIY culture, amateur radio, home-movie hobbyists and fanzines were all participatory cultures before the web. But digital tools massively lower the barriers described in point 1, which is why participatory culture has exploded.
| Pre-digital participation | Digital participation |
|---|---|
| Fanzine, mailed by post | Blog, seen globally |
| Convention (annual) | Discord (daily) |
| VHS bootleg | YouTube upload |
| Letter to producer | Tweet to creator |
Jenkins's Convergence Culture opens with the claim that "convergence is a word that manages to describe technological, industrial, cultural, and social changes". Crucially, convergence is not a single process — it is a bundle of changes that interact.
flowchart TD
A[Convergence Culture] --> B[Technological:<br/>one device]
A --> C[Industrial:<br/>conglomerates]
A --> D[Cultural:<br/>audience mashup]
A --> E[Social:<br/>networked fans]
Jenkins insists that convergence is not a story of old media dying. Old and new media interact. TV did not kill radio; radio did not kill newspapers; the web will not kill cinema. Instead, each medium adapts to the others, taking on new functions and shedding old ones.
One of Jenkins's most influential concepts is transmedia storytelling. A transmedia story "unfolds across multiple media platforms, with each new text making a distinctive and valuable contribution to the whole". The novel is not the same as the film adaptation; the game is not the same as the comic; each extends the storyworld in ways the other media cannot.
Jenkins's canonical example is The Matrix franchise. The three films tell part of the story. The Animatrix anime short films add back-story. The game Enter the Matrix tells events that run parallel to the second film. The comics fill in characters' histories. Reading, watching, playing and discussing all contribute to a larger whole.
Transmedia has since become the dominant mode of blockbuster storytelling. The Marvel Cinematic Universe is the clearest current example: films, Disney+ series, comics, tie-in books, games and theme-park rides combine into a storyworld no single text can contain.
| Property | Transmedia | Old-style adaptation |
|---|---|---|
| Relationship | Each text extends the world | Later text retells same story |
| Audience role | Active gathering and inference | Passive re-consumption |
| Industrial logic | Multiple revenue streams | Single IP licensed |
| Risk | Continuity complexity | Redundancy |
Transmedia storytelling demands active audiences, because no single text delivers the whole. The committed fan who collects every element is the ideal consumer of a transmedia franchise.
flowchart LR
A[Film] --> E[Story World]
B[TV Series] --> E
C[Comic] --> E
D[Game] --> E
E --> F[Audience Sense-Making]
F --> G[Wiki, Theory Videos,<br/>Fan Fiction]
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