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Dominique Bourgeon-Renault
Professeure des Universités en Sciences de Gestion (Marketing)
Enseignant chercheur CREGO EA 7317
Université de Bourgogne, Dijon, France
dominique.renault-bourgeon@orange.fr
Maud Derbaix
Professeure Associée
Kedge Business School - Cluster for Creative Industries
maud.derbaix@kedgebs.com
Maud Derbaix is Associate Professor of Marketing at Kedge Business School, France and
member of the Creative Industries Research Group. Her research interests have focused on
consumer behaviour within the context of arts and cultural activities including live
performances, events and heritage.
Élodie Jarrier
Maître de Conférences en Marketing
Enseignant chercheur GRANEM Angers – EA 7456
Université d’Angers, France
elodie.jarrier@univ-angers.fr
Christine Petr
Professeure des Universités en Marketing
Institut de Management, Université de Bretagne Sud
Enseignant chercheur LEGO Vannes - EA 2652
christine.petr@univ-ubs.fr
Christine Petr is Professor of Management at University Bretagne Sud (UBS). Her research is
on consumer behavior during leisure time. Her particular interests include the impact of new
technologies on consumption processes for tourism and cultural practices.
Résumé :
L’objectif de cette recherche est de mieux comprendre l’expérience de consommation
transmédia à travers le processus de transport narratif. En mobilisant ces concepts dans le
domaine des arts et de la culture, nous enrichissons les travaux des sciences de l’information
et de la communication qui s’orientent davantage vers la création et la conception de
dispositifs transmédia, ainsi que ceux des sciences de gestion qui ont plus souvent
appréhendé le transport narratif dans le cadre de la persuasion publicitaire. Au niveau
conceptuel, nous tentons également de décrire les différentes phases de l’appropriation d’un
dispositif transmédia, ainsi que les facteurs explicatifs du transport narratif et ses
composantes (entre autres, l’histoire racontée et les personnages). Une démarche
méthodologique qualitative est mise en œuvre. Elle est fondée sur des entretiens semi-
directifs menés auprès de professionnels (experts concepteurs de dispositifs transmédia), et
sur des récits introspectifs de publics récepteurs. Les résultats permettent de proposer un
schéma conceptuel de l’expérience de consommation transmédia qui met en évidence les
facteurs explicatifs d’ordre individuel, technique et situationnel, les processus (appropriation
et transport narratif) et les conséquences en termes d’engagement (envers l’objet de la
narration, le genre culturel et le dispositif).
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Narrative transportation and transmedia consumption experience in the cultural field
Introduction
The development of digital technology has brought about far-reaching changes in the
practices of reading and writing (new formats) and it is the driving force behind major social
(the wealth and diversity of digitally enhanced social interactions) and spatio-temporal
transformations (mobility, changing hand gestures, ubiquity, instantaeneity and
simultaneity). Against this background, artistic and cultural organizations have been led to
revise their mission of transmission so as to improve their visibility and drawing power in
the face of a plethoric cultural offer. Digital technology is seen, then, as a lever for
differentiation and for renewal of experience in response to societal change. “Nowadays
existential experiences correspond mostly to interactive situations, whether in work or
personal life, in public or in private. […] Contemporary humans are mainly interacting
beings, constantly manipulating digital interfaces at home, at work, when travelling, in the
street, in privacy.” (Vial, 2013, p. 271-277)
Professionals in the cultural sector rely increasingly on experts in design to come up with
transmedia narrative devices that can provide an accessible, entertaining, immersive,
interactive and unique cultural experience so as to increase frequentation. Jenkins (2006)
pioneered the field of transmedia narration. He began studying the concept through his
analysis of the Matrix franchise, the writing of which tells of a universe shared among
several media (and not just one story in a single medium). He defines the terms “transmedia”
as «a process where integral elements of a fiction get dispersed systematically across
multiple delivery channels for the purpose of creating a unified and coordinated
entertainment experience. » (Jenkins, 2006, cited in Bourdaa, 2013, p. 7) Transmedia
narration calls on new forms of writing and reading, inviting users not just to plunge into the
narrative universe but also to participate in and co-construct the unfolding story (Phillips,
2012).
While first developed and studied in the universe of the cinema, TV serials, documentaries
and video games, transmedia has for some years now invaded the fields of museums,
heritage and the performing arts. Examples are the experiences proposed by the Musée du
Quai Branly (“Les Bisons”), Strasbourg cathedral (“The Builders’ Challenge”) or the
Théâtre des Champs Elysées (“L’Odyssée de Pénélope”).
Transmedia storytelling, however, is almost exclusively described and thought out at present
by designers and communicators. They direct their thoughts more at transmedia project
creation and content production than at understanding users’ consumer experiences. Yet,
beyond the cultural experience initially proposed by cultural organizations (visits to a
museum or monument, involvement in a play, etc.), transmedia devices aim to provide added
interest for audiences who are invited to immerse themselves or let themselves be carried
along by a fictional universe so as to live out various adventures and stories and meet
imaginary characters. It is in this way that narrative transportation seems particularly suited
to apprehending users’ transmedia cultural experiences. Van Laer et al. (2014), based in
particular on the work of Green and Brock (2000) and Green and Sestir (2017), have recently
studied this near immersion process in terms of consumers’ appropriation of the experience.
Narrative transportation is defined as « the tendency of narrative consumers to “travel” or
be mentally drawn into the reality described in a narrative. /…/ Transportation predicts the
persuasive impact of narratives, with transported consumers frequently displaying increases
in story-consistent beliefs, attitudes, and behaviors. » (Green et Sestir, 2017, p. 1)
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The prime objective of our research is therefore to better describe and understand the
transmedia experience of consumer-users in a cultural context and more specifically to better
apprehend this experience through the process of narrative transportation. A second
objective is to uncover the characteristics (specific to the individual or transmedia device
itself) that influence the process and the consequences arising from it in terms of engagement
or commitment.
Our contribution involves two levels. On the theoretical level, by mobilizing narrative
transportation in the context of a cultural experience, we enhance work in the information
and communication sciences that is directed more at creating and designing transmedia
devices and work in management sciences that apprehends narrative transportation in the
context of persuasive advertising (Appel and Richter, 2010; Phillips and McQuarrie, 2010).
We propose to analyse experience with transmedia devices through narrative transportation.
On the conceptual level, we also attempt to describe the different stages in the appropriation
of a transmedia device by users, the explanatory factors of narrative transportation and its
dimensions (including the story told and its characters).
The first part of this paper sets out the theoretical framework of our research with a focus on
transmedia narration and the concept of narrative transportation. In the second part, we
describe our methodological approach and data collection, which was done in two stages.
First we defined the characteristics of the devices that seemed to influence the user
experience through interviews with transmedia professionals. Second, exploratory research
with a focus on transmedia consumer experience was conducted among users and provided a
conceptual scheme. In conclusion, the theoretical and conceptual contributions of the
research are set out together with the managerial implications arising from the results
concerning the effects of transmedia consumer experiences in the cultural field.
1. Research framework
In terms of theory we draw on the experiential strand of research (Holbrook and Hirschman,
1982) and more specifically the concepts of “co-creational marketing” (Gamble and Gilmore,
2013) and narrative transportation (Green, 2000; Green & Brock, 2000; Green & Sestir, 2017;
Van Laer et al., 2014).
Narrative transportation is a process that implies empathy from the individual with respect to
the plotline and the characters of a fictional story, stirring their imagination and leading to a
loss of the sense of reality. This process depends in our research on a transmedia narration.
Transmedia narration has been the subject of many developments in the design of innovative
communication strategies. After setting out what it is that makes it original, the literature
review below emphasizes its relevance for the analysis of consumer behaviour with respect to
culture and more specifically analysis of the transmedia experience in the field of arts and
culture.
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in the fact that it is no longer a question of telling the “same thing” (cross-media strategies)
but of proposing several stories that feed off each other and resonate together around a
broader fictional universe based, among other things, on brand. For designers in the domain,
the principle is to distil the components of the narration at different points, venues and times,
so that it is not consumed in one go but provides the opportunity for discovery, research and
play.
Transmedia narration is a similar strategy to integrated marketing communication. Both
strategies share in the search for differentiation by implementing bilateral and customized
communication between the brand and consumers via a range of points of entry. Integrated
marketing communication mixes internal and external communication through advertising or
promotional messages that are consistent across points of entry (cross-media), and
consequently the effects are measured in terms of agility, reactivity and return on investment
(Barker, 2013). Moreover, Jenkins (2006, 2009, 2010) argues that transmedia implies a
paradigm shift (from the digital revolution to the digitization of a convergence culture)
inviting us to think of the relation between cultural institutions, media and audiences in terms
of flows, of continually co-created de-mediatization and re-mediatization. For him this new
form of narration enables a shift from individual passive consumption to collective active
consumption, an approach towards which numerous cultural institutions have been tending for
years. Jenkins (2013) refines the definition of a transmedia narration through a set of
principles:
- spreadability and drillability: several contents are dispersed across platforms inviting
individuals to study them in depth;
- continuity and multiplicity: the coming together of the various elements of the intrigue to
form a coherent and plausible whole despite the existence of alternative universes to a parent
universe;
- immersion and extractability: the individual enters via a micro universe into the overall
fictional universe and then re-appropriates the various aspects of the story to give it personal
meaning;
- worldbuilding: the functional universe is built around characters and locations and is an
invitation to travel;
- seriality: the elements of information about the story are scattered across several episodes
and platforms;
- subjectivity: the individual reconstructs reality from fragments dispersed across time for
which it is important to know the identity of the emitter and receiver;
- performance: fans participate actively in writing the story and contribute to sharing their
understanding of the characters and plot on line.
In this way the diversity of entry points and the multiplicity of narrative extensions contribute
to the complexity of the fictional and immersive universe that is spread via additional media
platforms, the contents of which may be generated by users in a coordinated effort of
collective intelligence to create encyclopaedic knowledge of the narrative universe.
From the same perspective, Raybourn (2007, 2014) invites users to design a transmedia
device as an experiential system promoting fun-based and co-created learning. Transmedia
narration seems to promote the individual’s appropriation of the experience and is
apprehended as both a mental and physical mechanism characterizing the take-over of the
objects or space (imaginary or real) by individuals or groups of individuals (Carù and Cova,
2006).
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approach to mediation aimed at creating a bond between the institution, the works and the
audiences via educational messages dispersed among different complementary entry points
the effectiveness of which is gauged in terms of learning and engagement.
In particular, transmedia narration enables cultural professionals to offer an interactive and
engaging fiction that researchers have been able to identify in the general framework (Ilhan,
2011; Simons, 2014; Balusseau, 2015). While some authors see transmedia narration as the
concern of cultural industries to propose “predetermed markings” (Maigret, 2013, p. 4),
“signposted traffic and controlled consumer involvement” (Balusseau, 2015, p. 163), others
consider it instead as a strategy promoting narrative transportation and co-creation of the
experience. From this perspective, Ilhan et al. (2013), in their study of the transmedia
consumption experience emphasize the importance of a better understanding of co-creation by
consumers of the transmedia universe and of their engagement with the narration. This
process of co-creation can then be analysed as a set of processes for appropriating the fictional
universe by mobilizing intertextual and media resources that make up the narration. As such,
the transmedia consumer experience must be thought out through the following four phases:
“mapping” (awareness of secondary texts, exploration of these elements so as to become
conversant with the characteristics of the narrative universe); “dipping” (consumption of
additional resources: summaries, synopsis, blog articles, etc.); “digging” (search for clues to
solve the puzzles and mysteries of the plot); and “stitching” (combining and piecing together
all the resources consulted to give personal and general meaning to the fictional universe).
In order to study the process of narrative transportation, we take up a perspective focused on
the transmedia cultural experience and propose to analyse, in a complementary manner, its
effects on the engagement of the participant, that is, the cultural consumer. While most
research examines the effect of transmedia narration on learning (Raybourn, 2007, 2014) that
may arise from comparing and contrasting different view points (Saldre and Torop, 2012), or
from public attachment (especially fans) for the cultural object (Jenkins, 2007; Balusseau,
2015), our research proposes to explore the effects of transmedia narration through the
concept of narrative transportation.
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transportation into the brand universe more than the latter because it is easier to identify with
the characters. Lastly, narrative transportation also implies a certain empathy with the
characters of the story, activating the imagination of individuals or even a loss of sense of
reality. “Transmedia extensions can supplement and deepen a narrative universe” (Balusseau,
2015). Scolari (2009) identifies four strategies for expanding this universe. The first three
involve coming up with interstitial, peripheral and/or parallel stories, and the fourth making
available to the recipient a platform whose content can be fed. Consequently, this particular
form of immersion relies on participation by the individual and promotes their engagement
with respect to the subject of the narration.
The transmedia logic proposes to immerse and transport the user into a fictional universe via
various media, plotlines and characters. Appropriation of the fictional universe is enhanced
through the interactivity developed by these ties and opportunities for contact.
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all depends on the form of interaction they wish to maintain with the transmedia narration
device. Consequently, in more depth, individuals/users may be mere consumers of the
experience; they may also become commentators (individuals commit their image);
prescribers (individuals recommend the transmedia narration approach); contributors
(individuals engage in a creative act) or evangelists (they share, prescribe, create, etc.).
Engagement in a transmedia consumption experience, may take on many forms (feeling of
obligation, willingness to help, feeling of belonging) and concern several entities: other users
(the community of users of the device), fictional characters (depending on the level of
interactivity and scripting proposed), and the device animators (depending on the choice of
mediation versus the transparency of design organizations and their community and device
animators).
8
rolled out across multiple media in a coherent and coordinated way. However, in the
professional sector, opinions diverge as to the purpose of the transmedia project:
creators/designers see it more as a part of the cultural product in its own right (process that
supplements and improves it) whereas marketing professionals see it more as a
communication or mediation tool (strategy).
• Timing
The timing of a story refers both to the length of the narrative and the time at which it is
“consumed”. Time in a story can be drawn out, slowed down, stopped, it can be eluded,
wound back, destructured: “Some transmedia experiences are there to create moments in time,
others are there to last over time, there are those that propose only very fleeting things, others
that propose only very long-lasting ones …” (author and designer of interactive and
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transmedia works). Experts, as a whole, also emphasize the difficulty in making transmedia
projects last over time.
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The Builders’ Challenge
Cultural genre Heritage
Subject of narration Strasbourg Cathedral
Context of transmedia Securing project funding
operation
1) Follow the stages of construction of the cathedral from the
Proposed theme and points of view of its five chief architects;
experiences 2) Become the contemporary architect of the second tower.
• A 3D film;
Proposed platforms and • A web documentary (with interactive game and
media possibilities for trying out the role of architect);
• A mobile application for touring the site (with the
possibility of viewing the creations of the interactive game
users).
Table 2 - Description of the transmedia device
The results from the introspective accounts bring out three major components in the narrative
transportation process at the heart of the transmedia experience. First, the individual, technical
and time characteristics influence the narrative transportation of the individual. Then,
narrative transportation presupposes entering the narrative universe, becoming lost in it and
co-creating the experience. Lastly, the influence of narrative transportation on engagement
works at three levels: the subject of narration, the cultural genre and the transmedia narration
devices.
• The explanatory factors of narrative transport through transmedia narration
The degree of narrative transportation of the individual depends on individual (propensity to
adopt technology), technical (related to content and ergonomics) and time (control exercised
by user over the length of use of the transmedia device) characteristics.
First individuals’ perception of platforms and points of entry is related to individual users’
characteristics. The lexical analyses emphasize the importance of the propensity to adopt
technology by the user in appropriating the device. This stable individual characteristic results
from factors that facilitate (enthusiasm, control) or inhibit (feeling of dependence and
vulnerability) the use of technology. These contrasted feelings are expressed by the users of
the “Builders’ Challenge” device and determine both the technical appropriation of the
platform and the mental appropriation of the narration. “It is essential to give everyone the
chance to be involved with such a project in the world we live in today where there is
increasing dependence on technology. It is through this kind of collaborative work that we can
glimpse the possibility for everyone to take back control of the tool, to think in turn and not to
leave all projects, of whatever kind, in the hands of experts.” (JS, male, M1 student).
Then the technical characteristics (multi-language character of the device, high-definition
pictures, ergonomic navigation) influence the narrative transportation the individual feels. The
first two criteria are favourably perceived by most users. “The Internet site can be used in
several languages (French, English, German, allowing broad participation / … / The site can
be accessed in HD and SD, so everyone has access to it.” (HR, female, M1 student)
Perception of the web documentary’s ergonomics by individuals seems to be more contrasted
and varies with the user’s propensity to adopt a technology. “The site has ergonomic
problems, it takes a few minutes trying it out before you can navigate easily.” (TM, male M1
student); “I found out that to unlock all the building content you had to go through the whole
of the web documentary. Ingenious. I thought the main thread and the transitions were well
put together. The content is rich and the finishing careful.” (HA, male, M1 student) The
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videos filmed from a subjective viewpoint, designed so viewers can identify and empathize
with the characters do not always seem to produce the hoped-for effect. “When you begin the
webdoc, you don’t really know what to expect. The opening scenes try to involve the user by
filming in the first person. It didn’t really work for me.” (MA, male, M1 student) However,
this feeling of confusion tends to fade when the user navigates on the platforms. “Some items
become understandable as you navigate on the device. You understand you’re in the shoes of
an architect who has first to collect information on Strasbourg Cathedral so as to build its
second tower.” (MA, male, M1 student) The plausibility of the device and its content then
contribute to the narrative content felt by the user. “A degree of realism is created in the
situation presented: the pictures are good quality, the situation is credible /…/ the architect’s
office, and that leads us to discover a profession you don’t necessarily know about.” (MH,
female, M1 student)
Lastly the time characteristics also influence the degree of narrative transport of the
individual. The perception of the passage of time spent on the device is prominent among
individuals. “It makes trying it out take too long.” (MG, female, M2 student); “The didactic
content itself is quite well done, not too long, not too short, and it gets to the point.” (VB,
female, M2 student). Individuals also say they want to be able to control time through the
operation of the transmedia device. “Videos that can be paused, go forward or back.” (AM,
female, M2 student); “Most of the videos cannot be stopped once started, you can’t just watch
a part of it if you want / … / That bothered me all the time I was on the site.” (AW, female,
M2 student) In addition, the lexical analysis shows that individuals look to optimize the time
spent on the lived experience with the transmedia device. “I spent 45 minutes on the site. I
didn’t watch all the videos. / … / I didn’t want to waste my time.” (AM, female, M2 student)
On the other hand, users may feel cut off from the time that passes. “I spent a little under two
hours on the site discovering the thumbnails, listening, clicking on the questions. It didn’t feel
like long.” (AT, female, M1 student)
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“We have to set up an account to record our progress and share our creations, but I don’t want
to be sent advertising or e-mails about this.” (MG, female, M1 student)
Consequently, little or no narrative transportation and a negative experience could be
explained by a lack of involvement by the individual with the subject of narration, by
technical problems (not having a smartphone), by a lack of propensity to adopt a technology
(“I am not much into technology, I prefer the real world” (LM, female, M1 student)), by lack
of realism of the device (“The game is not developed enough, it’s still too false” (MC, female,
M1 student)), by anxiety about using computers (“I was a bit intimated by the number of
possible interactions” (LA, male, M1 student)), or by a feeling of intrusion (“It reminds me of
pop-up windows that open without our consent” (VB, female, M2 student).
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of device that can make the experience more interesting and fun. This device format is
thought to alter the representations people have of culture. “[This type of transmedia device]
can change prejudices people might have about documentaries or history being boring.” (MV
female, M1 student) Conversely, when the experience of the device has been found
unsatisfactory, participants express their non-intention to reuse this type of device less clearly
and they are then highly critical. “I was already sceptical about [these devices] at the time and
this experience merely confirmed my opinion. I find that the device only works for very few
projects, often detective ones (where it’s about conducting investigations), or more abstract
projects, initially devised not to be linear.” (AD, male, M1 student)
Figure 1 summarizes the main findings of this explanatory research and proposes a conceptual
framework for studying the transmedia consumption experience in the cultural field.
[FIGURE 1]
Conclusion
The objective of this research was to better understand the transmedia cultural experience and
explore the ways in which recipient audiences can appropriate a transmedia device, be carried
away by a narrative (through the narrative transportation process) that is liable to promote
their engagement with regard to the subject of the story and the transmedia device.
In theoretical and conceptual terms, the paper makes various contributions. By mobilizing the
concepts of transmedia consumption experience and narrative transformation in the field of
arts and culture, we enhance work in both the information and communication sciences
(Jenkins, 2010; Ryan, 2017), which is directed more at creating and designing transmedia
devices, and in management sciences which has more often apprehended narrative
transportation in the framework of persuasive advertising (Appel and Richter, 2010; Phillips
and McQuarrie, 2010). In conceptual terms, we have identified various phases of
appropriation of a transmedia device (exploration, search for information and connection with
other users) and the explanatory factors of narrative transport (propensity of the individual to
adopt technology, ergonomics of the transmedia device, degree of plausibility of contents,
degree of control left to users, etc.) and its components (imagination and empathy, immersion
and loss of the sense of time and reality). More particularly, semi-directive interviews with
professionals (transmedia designers and experts) have made it possible to refine the definition
of transmedia and highlight several salient components: the narrative universe, the story and
the characters; the platforms, interfaces and entry points; timing; and lastly interactivity
between recipient audiences and platforms. Moreover, the analysis of introspective accounts
of audiences underscores that the positive experience of the transmedia device requires the
individual to appropriate it. This appropriation implies that the user explores the fictional
universe, seeks out information through the contents spread over different platforms and
interacts with the characters and other users. When receivers appropriate the transmedia
narration device, their lived experience is characterized by an aesthetic pleasure and fun, a
feeling of freedom and/or nostalgia, enhanced attention, improved learning, a different
perception of the passage of time (rapidity or even a loss of the notion of time). This positive
experience arises from the appropriation of the transmedia device by individuals, promotes
narrative transportation, especially through stimulation of their imagination and the
emergence of a feeling of empathy towards the character(s), which may lead to a loss of the
notion of reality both in terms of time and physiologically. Conversely if individuals
appropriate the transmedia narration device to very little extent or not at all, then they may
have a negative experience. This may be related to sensory and cognitive over-stimulation
15
together with feelings of frustration, annoyance or boredom, loss of attention, less readiness to
interact with the environment and lastly a desire to control the length of the experience or
even interrupt it. This negative experience (unpleasant sensations) and the low level of
narrative transportation of the individual (difficulty in identifying with the character) may be
related to individual characteristics (anxiety about computers, low propensity to adopt a
technology) or techniques (poor ergonomics, lack of realism).
In managerial terms, this research encourages professionals in the sector of arts and culture
(heritage, museology, performing arts, etc.) to use transmedia devices that promote co-
creation of the experience through:
- better understanding of the cultural subject;
- easier access to the subject through the feelings of pleasure, fun and aesthetics
triggered by narrative transportation (importance of entering the narrative
universe);
- better appropriation of devices (via a degree of empathy or even identification of
the characters in the story);
- their engagement with the subject of narration.
These factors could trigger cultural consumption and as a consequence better access to the
cultural subject (theatres, museums, etc.).
In terms of method, this research has certain limits because of its exploratory nature. We have
used only a few expert interviews and the introspective accounts were collected from a
convenience sample.
However, there are many limitations. First, we acknowledge that a social desirability bias may
have been included in our methodological approach. We addressed audiences in culture
without checking their level of familiarity or expertise in the field.
The field too has its limitations. It proposes above all interactivity (through playing a game)
that Ryan (2017) refers to as transient and included in a top-down logic. It promotes little
creative activity, or even design activity, or permanent interactivity, in response to a bottom-
up logic: the various features of the transmedia device rest only on a 3D film, a web
documentary (experimenting the role of architect and the possibility of playing an interactive
game), a mobile application for visiting the site (visualizing creations of users of the
interactive game).
These limits open up new avenues of research, though. A first one could lead to putting in
place a new collection of data (semi-directive interviews) from two groups: one
experimenting with a different transmedia device from the “Builders’ Challenge”, further
promoting creative, design and collective activities, and the other (control group, “consumers”
of the subject of narration, who do not try out the device.
A second avenue of research would be to study the links between the characteristics of the
individual (age, familiarity with the cultural object, propensity to adopt technology) and those
of the transmedia device (ergonomics) and the degree of narrative transportation felt by the
user. Moreover, more far-reaching exploitation of the accounts might generate items for the
purpose of subsequently proposing a French measurement scale of narrative transportation in
order to evaluate its influence on the lived experience.
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FIGURE 1
CONCEPTUAL SCHEMA
TRANSMEDIA EXPERIENCE
Could you tell us in a few words about your education and training? Your occupation? Your
main activities at present?
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APPENDIX 3
GUIDELINES FOR INTERVIEWS WITH AUDIENCES (RECIPIENTS)
After exploring the Internet site and the mobile application for “The Builders’ Challenge”
freely and without any time limit, you are invited to report your experience addressing the
following two themes.
Mention everything that comes to mind and everything you feel when recalling the
experience. Thank you for your participation.
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