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Hancox (2017) From Subject To Collaborator - Transmedia Storytelling and Social Research
Hancox (2017) From Subject To Collaborator - Transmedia Storytelling and Social Research
Donna Hancox
Queensland University of Technology, Australia
Abstract
New media technologies and the narrative turn in qualitative research have expanded the methods
through which we gather and share the stories of groups who have traditionally been written about
by others rather than telling their own stories to reveal the complexities of their experiences.
There is a long tradition in community arts, community development and social activism that posits
personal narratives as the building blocks for public understanding of complex social issues. In the
fields of community storytelling, documentary and social activism, it is possible to see an emerging
intersection between the affordances of digital technologies and the recognition of the stories of
marginalized people. This article is particularly interested in the ways storytellers have repurposed
the accepted conventions of transmedia storytelling to create projects that are able to offer a
multiplicity of voices and to create stories that can represent complex issues without privileging a
particular point of view or story form.
Keywords
Collaboration, community projects, digital storytelling, digital technology, narrative research,
participation, social activism, transmedia storytelling
Introduction
The role of narratives, and in particular personal narratives, in the context of social research has
undergone significant change in the past three decades. The narrative turn in the social sciences
deeply influenced the methods through which researchers gather data about communities and
cohorts, and also changed the modes of representing this data. This contributed to the recognition
Corresponding author:
Donna Hancox, Queensland University of Technology – Kelvin Grove Campus, Level 2, Z2, Musk Avenue., Kelvin Grove,
Queensland 4059, Australia.
Email: d.hancox@qut.edu.au
50 Convergence: The International Journal of Research into New Media Technologies 23(1)
of stories as important mechanisms for researchers to understand the contexts and nuances of the
environments they are studying. Approaches that are embedded within the lived experiences of
subjects demonstrated a new emphasis on human agency and its relevance to understanding
broader social conditions. The purpose of quantitative research is to reveal dominant trends, while
qualitative stories serve to reveal the individual stories and their potential to extrapolate larger
issues. These stories also enable us to see ‘different and sometimes contradictory layers of
meaning, to bring them into useful dialogue with each other, and to understand more about
individual and social change’ (Andrews et al., 2013: 2). Beyond the academic applications of
narrative-based social research, there is a strong conviction in community activism that personal
narratives represent the building blocks for public understanding (see Davis, 2002; Stivers, 1993)
and that they have an important role to play in changing public opinion about particular issues.
Since the late 1990s, digital technology has provided the means for stories to be created quickly
and shared widely. In the last decade, in particular, a range of open source storytelling software has
provided those considered non-experts or amateurs with the capacity to create stories outside of
organized activities or professionally led workshops. According to Estalella and Sanchez-Criado,
‘there has been intense debate in the social sciences on the transformation that digital technologies
are introducing in the production of social knowledge. Those formerly known as non-experts or lay
are increasingly using tools to extract social data’ (2015:301), and using this data for their own
purposes. The domain of social research as the predominant means through which to gather and
share information about marginalized communities and to agitate, albeit slowly, for change and
social justice has eroded as a result, in part, of new media technologies.
In the suite of innovations in these new media technologies, transmedia storytelling represents
arguably one of the most profound transformations in storytelling. Transmedia storytelling was
first introduced into the mainstream via media theorist Henry Jenkins in 2003. At the time he
identified a pattern of storytelling that made use of emerging media platforms that were readily
available to and being utilized by everyday consumers. Jenkins described rather than defined
transmedia storytelling as a story that ‘unfolds across multiple media platforms with each new text
making a distinctive and valuable contribution to the whole’ (2003). Since its inception, trans-
media storytelling has continued to develop in important and unexpected ways. Original examples
of transmedia storytelling tended to be tethered to major mainstream creative artefacts (or
‘motherships’) such as a feature film or television series (see Matrix, Lost and Spooks) and the
other elements were deployed as a means of marketing or as extensions of the narrative that were
ultimately extraneous to the central story. However, contemporary transmedia stories are
increasingly a constellation of media, forms and modes of storytelling that create a holistic nar-
rative in which different aspects of the story – time frame, a rich detailed storyworld or multiple
points of view – are told in a way that brings together form and content to create a unique aesthetic.
One of the central philosophies of this type of transmedia is a commitment to a de-centralized
concept of authorship that does not privilege one voice, one part of the story or one platform over
another. These projects incorporate recognizable conventions of transmedia storytelling but also
borrow from other forms of storytelling that predate transmedia such as digital storytelling and
documentary film-making.
This bricolage approach to transmedia has the potential to contribute profoundly to social
research projects that use personal narratives. This article explores the ways in which transmedia
storytelling can contribute to narrative and social research to both create and share personal
narratives that emerge from innovative collaborations with the communities being studied. The
article will explore the role of narrative in social change, and the unique qualities of transmedia
Hancox 51
storytelling that make it especially useful for social researchers will be discussed. A series of
transmedia storytelling as activism projects will also be investigated to provide useful examples of
how to consult, create and collaborate with communities.
technologies and transmedia storytelling specifically has created the space for what might be called
amplified collaborations between researchers and subjects. Estalla and Sanchez-Criado have
identified the fruitful intervention of digital technology into social research, and the possibility it
brings for new approaches to collaboration stating: ‘A collaboration of this kind involves recon-
sidering the role of the social scientists as experts, a risky situation that however offers the
opportunity for renewal in social science’ (2015: 302). Digital technology and new media tech-
nologies in and of themselves are not responsible for the possibilities proposed in this article. It is
the way in which these existing and emerging technologies are repurposed and adapted by users
that creates new narrative-based methodologies.
a site for participation within a culture and as a means to improve digital literacy in segments of the
society traditionally under-represented as participants in the digital culture (see Burgess, 2006;
Hartley, 2009; Hartley and McWilliam, 2009; Lundby, 2008; Meadows, 2003). Within this con-
text, the scope and definition of digital storytelling has changed significantly in the past 10 years. A
digital story is generally a two-to-four-minute multimedia story in which photographs, film and
drawings are used to convey a personal story, personally narrated by the storyteller. Digital
storytelling as it has been theorized by scholars such as Hartley, Lundby, Lambert and Couldry is a
workshop-based practice in which individuals and communities are taught by expert facilitators
how to create the audiovisual stories after intensive workshopping of the script via a participatory
story circle and in conjunction with the facilitator. The rise of digital storytelling in the early and
mid-2000s in part mirrored the broad shift towards a more participatory online culture that pri-
vileges user-generated content and ordinary stories over content from official sources. One of the
digital storytelling fills ‘a gap between everyday cultural practice and professional media’
(Hartley, 2009:122).
In 2013, two digital storytelling conferences – the 5th International Digital Storytelling
Conference in Ankara, Turkey, and DS8 Digital Storytelling Festival in Cardiff – attracted the
most influential thinkers and practitioners in the field. Both conferences were concerned with
the question of what can be defined as digital storytelling in a contemporary landscape
with increased ability by ordinary people to create their own stories outside the workshop
framework that had been central to digital storytelling. Another area of discussion was the desire
by many practitioners to be more flexible about their approach to what makes a ‘good story’ and
to be sensitive to the varying audiences and intentions of individual projects to expand the
usefulness of these projects and respond to the changes delivered by new technologies. At the
2013 DS8 Festival in Cardiff, Mandy Rose in her keynote address stated that the ‘edges around
documentary, storytelling, digital storytelling and activism are getting blurred’ and that content
is increasingly coming from a variety of sources from across the web and that the assumed
authority of forms such as digital storytelling and documentary film-making gets called into
question, as does the role of the facilitator or author. ‘In short, he (the author) no longer depends
on himself to convey a particular narrative program’ (Castells, 2010: 72). The shift away from
traditional digital storytelling opened up space for community activists and researchers to
consider new practices for storytelling.
the replacement of narrative with storyworld acknowledges the emergence of the concept of ‘world’
not only in narratology but also on the broader cultural scene. Nowadays we have not only multi-modal
representations of storyworlds that combine various types of signs and virtual online worlds that wait to
be filled with stories by their player citizens but also serial storyworlds that span multiple instalments
and transmedial storyworlds that are deployed simultaneously across multiple media platforms, result-
ing in a media landscape in with creators and fans alike constantly expand, revise and even parody.
I think we just told the story how we thought we could tell it. We think it’s more part memoir for people
growing up at that time and feeling things about what memory was to us, what tangible objects meant to
us, and how memory gets flaky but interesting and romantic. Sometimes concrete and sometimes
evocative (Macaulay, 2012).
The director of Hollow, Elaine McMillion, echoes this sentiment when she discusses her
decision not to make a linear documentary with an observational approach about McDowell
County. McMillion stated in 2013 in Filmmaker that when she arrived at McDowell County, she
found ‘really phenomenal stories of pride and hope’ and realized that ‘she wasn’t comfortable
editing those into 75-minute form and putting a title slide saying ‘‘The End’’’. This shift to more
interactive modes and multi-authored stories is more than the inevitable use of technology; it is
also a conscious decision to radicalize the nature of the form. Hollow is a ‘community
Hancox 55
participatory’ project and interactive documentary that explores the social and economic devasta-
tion of rural towns in America through the story of McDowell County in West Virginia. It brings
together personal digital stories, photography, sound, interactive data and grass-roots mapping on a
HTML5 website that was designed to explore the many stereotypes associated with the area,
population loss and potential for the future.
At the centre of the project are around 30 stories made about and by the residents of McDowell
using video, stills, text and voice-over that are reminiscent of traditional digital stories. In a 2013
interview in Filmmaker, McMillion claims that ‘the stories are encountered within this landscape
so that the people featured emerge from a context of place and community. We were really
avoiding database storytelling, where you simply sort the videos and watch what you’re interested
in’. Hollow is interesting in a number of respects, as a finished product, it looks and feels like the
very conscious combination of digital storytelling, documentary film-making and transmedia
storytelling. The intentions of the creators are also explicit, with McMillion stating:
I believe it is time that we let the community take control of their identity and allow them to amplify
their own voices and ideas. Our hope is that through storytelling and the creation of multidimensional
images, the community members will begin to see their environments and neighbors in a new way and
begin to work together to preserve the history and make positive contributions to their communities.
In both these projects, the multiple methods deployed to create the environments in which they
are set as examples of not only the impact that attention to storyworld can have on non-fiction
projects but also the consideration of how particular media and platforms can be utilized to best
portray particular aspects of the world.
and through the media. It would seem that these are not oppositional avenues of participation, but
his definition offers further insight into the multitude of ways individuals are able to participate.
While participation in the media can be clearly understood, as the ability to make decisions about
the media products while
participation through media opens up another field of the participatory process, in other areas of
decision making, which have more to do with how people can enter public spaces and use media to
enter into societal debates, dialogue and deliberations (2013: 274).
Highrise and 18 Days in Egypt are examples of projects created from within communities and
make use of media in innovative ways to uncover new understandings of environments and cohorts
and events. Thumin (2012: 7–8) has pointed out that so-called self-representations in digital media
are often representations of a set of people made by another set of people. These two projects strive
to facilitate the authentic self-representation of the groups involved and have documented the
experiences and the hopes for the future of the participants.
Highrise is described as ‘a multi-year and many-media collaborative documentary experiment
at the National Film Board of Canada’ (http://highrise.nfb.ca, accessed 10 August 2013). The
online project comprises two main components – Out my Window and The One Millionth Tower.
The aim is to ‘see how the documentary process can drive and participate in social innovation
rather than just to document it’ (http://highrise.nfb.ca, accessed 10 August 2015). Katerina Cizek,
director of Out my Window, describes the stories as coming from relationships built through the
early research into highrise living across the world. These initial research subjects and sources of
information developed into creators of the stories for Out my Window. Cizek did not travel to each
of the countries represented on the site and instead created a
twenty-five page technical and creative brief that had all the details on how to gather materials for the
project: equipment to use, minimum resolution for photos, how to send materials to us. Even more
importantly, we gave information on how to develop the stories and on looking for objects that could
serve as trigger points for the stories (http://colabradio.mit.edu/qa-highrise-documentary-filmmaker-
katerina-cizek/, accessed 18 May 2016).
This process seems startlingly similar to the ways in which traditional digital storytelling
projects are developed; however, in this instance, the participants are provided with the informa-
tion to create stories about their own homes without the presence of a facilitator or researcher
present. While the aesthetic and philosophical approaches of the project were presented for the
participants to adhere to the content, and the core of the stories was less controlled than digital
storytelling or documentary film-making.
The One Millionth Tower (http://highrise.nfb.ca/onemillionthtower/1mt_no_webgl.php?
alternate¼fail&bandwidth¼high) was released in August 2012 and tells the story of one
Canadian highrise in a 3-D immersive documentary powered entirely by HTML5, WebGL and
other open-source JavaScript libraries. The residents of the crumbling tower block collaborated
with a group of architects, animators and web developers to create the three-dimensional doc-
umentary. The first stage was for the residents and architects to survey the space around the
buildings, and to reimagine the space together. Following this consultation, architects and ani-
mators brought the images to life for residents to review and approve the rough cut. Then,
animators and residents shot live action footage and the web developers turned the film into
virtual space. After the film was released, residents won a grant to build a new playground; in
58 Convergence: The International Journal of Research into New Media Technologies 23(1)
part, this is attributed to the work they had done during The One Millionth Tower project in
reimagining the space and consequently their ability to move quickly in making it a reality. It is
in this spirit of cooperation and sharing of knowledge and expertise to create a new future for and
by the residents that captures the possibilities of transmedia storytelling for researchers and
activists working together in communities.
18 Days in Egypt is a group storytelling project that encourages a dynamic and dialogic method
of storytelling via the use of many contemporary storytelling techniques such as tweets, Facebook
updates and mobile phone footage and uploading them to the purpose-built 18 Days in Egypt site.
Egyptians were encouraged to contribute any stories they had from Tahrir Square and then invite
family and friends to contribute to the story uploaded by adding their own perspective on the
events. This has resulted in a multifaceted, multiperspective, multivocal version of each particular
story. The only explicit interference from the producers/creators may be to request contextualizing
information such as what day did the events occur on or in what location.
Despite the open and inclusive nature of 18 Days in Egypt, the creators – Yasmin Elayat, an
interactive designer, and Jigar Mehta, a video journalist and digital entrepreneur – decided to also
involve ‘fellows’ to be responsible for ‘gathering media, conducting interviews and serving as a
bridge between the online community and the offline world’ (www.pbs.org/pov/blog/2012/05/18-
days-in-egypt-co-creator-jigar-mehta/#.UhLVnak4TPk). Subsequently, the site is a combination
of entirely user-generated content and other stories that have been co-created with the fellows.
When discussing the future for 18 Days in Egypt, Eleyat says
we haven’t actually settled on what the final experience will be yet of these stories but we do know
what we want is to have any audience coming to our site to feel empathy for the characters. By showing
you many many stories, and having the users decide who to keep following, we think that’s a strong
way of building empathy with a character and getting that insight.
The stories themselves cover many different topics from ‘The picture that almost got me killed’,
‘The Motorcycle Heroes’ to interviews with rural farmers conducted by the fellows to ‘One Year
Later’ and ‘Morsi’s Moment in Time’. Just as the Egyptian political landscape is evolving, this
project is evolving. This is an important project to discuss as it utilizes many of the features of
innovative and open collaboration, and a creative use of stories and platforms but it is also a
difficult one to evaluate because of the ongoing upheaval in Egypt. 18 Days in Egypt explicitly
deals with the days leading up to the 2011 Egyptian revolution, and reflects the excitement and
hope evident in the change; however, the mood in Egypt currently would seem quite different. But
it would seem that the overarching aim of 18 Days in Egypt was to capture this moment, and it
undoubtedly has done that. In the process, it has also demonstrated the impossibility of ever really
writing a history, even from within that history.
Conclusion
The ongoing role for researchers in narrative-based social research is in question. As communities
and individuals can increasingly create and disseminate their own stories to agitate for recognition
and change, it rests with researchers to consider their role in this relationship rather than auto-
matically assuming their own authority or even their necessity in the process. The intersection of
the narrative turn and the affordances of transmedia storytelling present researchers with the
opportunity to reconsider the frameworks in which they conduct situated research and how they
consider the politics of collaboration in these instances.
Hancox 59
Its starting point is an invocation for the dismantling of the monolithic distinction between experts and
non-experts; under these circumstances, the conventions of our methods treat others as informants or
research subjects have to be suspended, and the social researcher is forced to explore how to articulate
his/her knowledge production anew (Andrews et al., 2013: 3–4).
The projects discussed in this article represent emerging approaches to agitating for social
change that is interdisciplinary by nature and utilizes digital technology for its creation as well
as dissemination. Our ability to gain knowledge and insight into experiences outside our own is
greater than ever before, and with it comes a responsibility to acknowledge the experience of others
and to consider how collaboration and participation are enacted. Nico Carpentier believes that
currently the effectiveness of participation is linked to the ‘need to revert to the microanalytics of
power, looking at how specific participatory practices are characterized by specific power balances
and struggles at different levels, moments, and locations’ (Jenkins, 2013: 267). If the aim of
narrative-based social research is, at least partly, to recognize and amplify the voices of margin-
alized groups and to present person-centred investigations of the world, then the intervention of
transmedia storytelling into this tradition can allow for more equitable and diffuse power relation-
ships between researcher and collaborators.
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Author biography
Donna Hancox is Director of Research Quality for the Creative Industries Faculty at Queensland University
of Technology. She has published extensively about narrative innovation in transmedia storytelling and its
potential for marginalized voices. Her research projects include community storytelling projects utilizing
digital technology with under represented groups.