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Page 1: BEING LUCKY. TRANSMEDIA AND CO-CREATION PRACTICES IN MUSIC VIDEO-CLIPS

9/12/13

Gemma San Cornelio & Antoni Roig, Universitat Oberta de CatalunyaTransmedia Literacy - IN3 –UOC, December 10, 2013

BEING LUCKY.TRANSMEDIA AND CO-CREATION PRACTICES

IN MUSIC VIDEO-CLIPS

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SUMMARY

1. Background2. Framework research on creative practices and participation in

new media3. Objectives4. Case study: PV Nova’s Evolution of Get Lucky5. Methodology6. Analysis and results7. Conclusions and further research

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BACKGROUND

The recording industry under a continuous pressure to re-invent itself (Sterne, 2006; Bull, 2007; Jacobson, 2010; Magaudda, 2011)

• First cultural industry where specific technocultural changes are experienced: file sharing, mobility, remixing practices, streaming services, etc.

• Changes in the materiality of music : need to introduce added value and adapt to emerging practices of consumption.

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BACKGROUND

Connection with our previous and current research in creative practices and participation in new media:

• CREATIVE research project, funded by MICINN (HAR2010-18982)

• Modding practices and co-creative communities.• Fanworks.• Participatory production (transmedia, filmmaking)• DIY video production• Music and participatory practices

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• Social networking (myspace, facebook…)

• Collective financing

• Open licences and remix

• Personalization of music experience

• Multimedia/Transmedia/Interaction/Apps

• Calls to collaboration (Co-creation) in processes:

• Lyrics

• Crowdsourced Music videos

• Album personalization

• Fan Contests (versions)

• Social experiences in music listening (i.e. Soundcloud)

• Contributing as a performer or a composer in a collective endeavour

• Arrange and perform versions of yet unreleased tracks

BACKGROUND

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OBJECTIVES

- To identify the participatory dimensions of a music video project with transmedia qualities.

- To analyze the aesthetics of a crowdsourced music video project.

- To consider the role of remix practices as a form of literacy (Manovich, 2008; Lessig, 2005)

- To analyze the features of playful re-appropriation of pop history through co-creation: connections to different notions of cultural nostalgia.

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Case study: EVOLUTION OF GET LUCKY

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Case study: EVOLUTION OF GET LUCKY

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Case study: EVOLUTION OF GET LUCKY

Project timeline

Open Call

10/06/2013

Call deadline

10/07/2013

Remixed video

5/08/2013

Interactive videoLinear edited music video

Linear edited music video

Annotated sound fileDownloadable file

Game-like experience

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Case study: EVOLUTION OF GET LUCKY

“Evolution of Get Lucky” as a participatory

project:

- Pre-defined rules.

- Creative visual freedom

- Open call with a tight deadline.

- Notion of “experience”

- No decision-making.

- No contest.

- Linear and closed edition process.

- Sense of belonging

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• Project analysis focusing on the actors’ perspectives

• Considering the set of videos received

• Analyzing the ones selected for the final cut

• Looking at most successful decades

• Aesthetics analysis /cultural references

• Interviews with the artist and participants

• Comments and feedback in sharing platforms

METHODOLOGY

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- Closed proposal, personal project of the artist (iconic)- Crowdsourcing in video (not in the music)- Publics participation (137 videos in total, 38 selected videos)- Most successful decades (more videos received): 1960, 2020

(followed by 1950’s)- Nostalgia and projection to the future.- ‘Retro music’ connected with the years that followed IIWW

(Reynolds 2011)

ANALYSIS AND RESULTS

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- Aesthetics uniformization in both decades: 60’s identical videos with psychodelic references, nature and hippies. 2020’s abstracted, post-apocalyptical and excessive use of image filters). Only 2 of them were selected for the final cut.

- 70-80-90 are the less successful decades, but the videos sent capture the musical clues present in the audio track.

- Musical base remix influences visual interpretation, more than the cultural and musical references regarding a specific decade.

- The absence of local cultural (French) references.

ANALYSIS AND RESULTS

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- Collaborative aesthetics are not necessarily connected with fragmentary or differentiated interpretations.

- Nostalgia and visions of future seem to be equally motivating cultural interpretations.

- Crowdsourcing connected with remix cultures can be used as a powerful tool in literacy, e. g. in terms of stylistic assignments.

- Exploring motivations for participants in crowdsourcing can help modelling successful experiences.

CONCLUSIONS AND FURTHER RESEARCH


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