Transmedia Stories and Audiences : An audience study of animation Arcane
(2022) MKVM13 20221Media and Communication Studies
Department of Communication and Media
- Abstract
- Transmedia storytelling is becoming an increasingly popular form of narrative and is more common in the media industry than ever. As an animation series launched by the popular video game League of Legends, Arcane is a transmedia narrative work under the LOL story world. As the focus of this thesis, Arcane will be considered a typical case study of transmedia storytelling for investigating how media convergence affects audience experience. The aim of this study is to explore the media experience of the transmedia audience of Arcane. The relevant experiences of the audience are seen as the engagement of the media audience, particularly the cross-media component. Socialisation is the focus that is subsumed as the study progresses. The... (More)
- Transmedia storytelling is becoming an increasingly popular form of narrative and is more common in the media industry than ever. As an animation series launched by the popular video game League of Legends, Arcane is a transmedia narrative work under the LOL story world. As the focus of this thesis, Arcane will be considered a typical case study of transmedia storytelling for investigating how media convergence affects audience experience. The aim of this study is to explore the media experience of the transmedia audience of Arcane. The relevant experiences of the audience are seen as the engagement of the media audience, particularly the cross-media component. Socialisation is the focus that is subsumed as the study progresses. The discussion in this study also attempts to provide insights into the research implications of transmedia storytelling. For these purposes, this study adopted a qualitative approach to analyse the personal viewing experiences shared by the respondents themselves. The main empirical material was generated from semi-structured qualitative interviews, based on the supporting analytical method: textual analysis.
The findings of this study suggest that media experience is socialisation, due to the social nature of both the audience and the medium. Social attributes influence the whole process of audience engagement, it shapes their perceptions and influences their behaviour. At the same time, audience engagement and disengagement can present simultaneously, with disengagement existing as a protective mechanism for engagement. This study also found that the values of Arcane audiences are not easily influenced by the series because they place Arcane in a vacuum while watching to create an immersive experience. Furthermore, transmedia storytelling, bringing transmedia experience as a requirement of the audiences, can create comprehensive experiences and will continue to influence the media industry. (Less)
Please use this url to cite or link to this publication:
http://lup.lub.lu.se/student-papers/record/9082660
- author
- He, Jiaxian LU
- supervisor
- organization
- course
- MKVM13 20221
- year
- 2022
- type
- H2 - Master's Degree (Two Years)
- subject
- keywords
- animation, gaming, ACG culture, transmedia, engagement, audience, watching experience, socialisation, affect, Arcane, League of Legends
- language
- English
- id
- 9082660
- date added to LUP
- 2022-06-07 07:38:44
- date last changed
- 2022-06-07 07:38:44
@misc{9082660, abstract = {{Transmedia storytelling is becoming an increasingly popular form of narrative and is more common in the media industry than ever. As an animation series launched by the popular video game League of Legends, Arcane is a transmedia narrative work under the LOL story world. As the focus of this thesis, Arcane will be considered a typical case study of transmedia storytelling for investigating how media convergence affects audience experience. The aim of this study is to explore the media experience of the transmedia audience of Arcane. The relevant experiences of the audience are seen as the engagement of the media audience, particularly the cross-media component. Socialisation is the focus that is subsumed as the study progresses. The discussion in this study also attempts to provide insights into the research implications of transmedia storytelling. For these purposes, this study adopted a qualitative approach to analyse the personal viewing experiences shared by the respondents themselves. The main empirical material was generated from semi-structured qualitative interviews, based on the supporting analytical method: textual analysis. The findings of this study suggest that media experience is socialisation, due to the social nature of both the audience and the medium. Social attributes influence the whole process of audience engagement, it shapes their perceptions and influences their behaviour. At the same time, audience engagement and disengagement can present simultaneously, with disengagement existing as a protective mechanism for engagement. This study also found that the values of Arcane audiences are not easily influenced by the series because they place Arcane in a vacuum while watching to create an immersive experience. Furthermore, transmedia storytelling, bringing transmedia experience as a requirement of the audiences, can create comprehensive experiences and will continue to influence the media industry.}}, author = {{He, Jiaxian}}, language = {{eng}}, note = {{Student Paper}}, title = {{Transmedia Stories and Audiences : An audience study of animation Arcane}}, year = {{2022}}, }