Abstract

This article examines how the unique characteristics of Marvinter, an inclusive transmedia Advent calendar, affected its production and the individual media workers involved in this. In the native transmedia Marvinter project, a radio series and a mobile game were created and released simultaneously. Using ‘partly shared’ resources, the project was developed by two collaborating, non-profit organisations. Each chapter of the digital game had to match the corresponding radio episode. The whole had to be designed to provide a shared cultural experience that included people with hearing or visual impairments. The authors of the present article were part of the game development team and thus directly experienced the complexity of developing a digital game as part of a transmedia project. This article presents the results of a case study with an insider perspective. It is supplemented by semi-structured interviews with key people in the project. The transmedia nature of Marvinter was justified by the need to include people with complementary disabilities. Although sometimes associated with negative connotations of ‘naked commercialisation’ in transmedia contexts, the marketing strategy was here an important element in promoting inclusivity. However, owing to the concurrent work processes, game production became overly complex.

Highlights

  • The Marvinter transmedia storytelling project involved producing a radio series, a paper calendar, a mobile game and a website for the 2017 Swedish Radio (SR) Advent calendar

  • How were we to talk about the game? Who would be the sender? Would it be [SR Drama’s] or the university’s game? And . . . well, just how would we present this collaborative project to the audience. (SR_WebManager)

  • Marvinter faced the same kinds of challenges as those identified in previous studies (e.g. Denward, 2011; Norton and Kovacs, 2017) and, in particular, challenges related to cross-media and interorganisational collaborations

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Summary

Introduction

The Marvinter transmedia storytelling project involved producing a radio series, a paper calendar, a mobile game and a website for the 2017 Swedish Radio (SR) Advent calendar It further entailed collaboration between two non-profit organisations, namely SR and a team of game researchers and developers at the University of Skovde (UoS). Story, 1998), research project at the UoS in 2015 This project resulted in the Swedish game Frekvens saknad (hereinafter FS), a game that includes visually impaired players (Ostblad et al, 2014). It aimed to provide the same gaming experience regardless of whether it was played with or without graphics. As FS never reached a broader audience, its ideal of a ‘shared experience’ was never fulfilled

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