Lostology Scolari

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    DE GRUYTER

    MOUTON

    DOI10.1515/sem-2013-0038 Semitica 2013; 195: 4 5 -6 8

    Carlos A. S colari

    Lostology: Transmedia storytelling and

    expansion compression strategies

    bstract The objective of this article is to analyze Lost from the perspective of

    transmedia storytelling and to propose a taxonomy of transmedia expansion/

    compression strategies. In the first section, the article presents the basic compo-

    nents of transmedia storytelling from a theoretical point of view that combines

    narratology and semiotics. After describing the most important components of

    Lost s transmedia fictional universe in the second section, the article presents a

    general description and taxonomy of expa nsion/co mp ression narrative strategies

    based on traditional rhetorical categories. The article also analyzes compressed

    texts - like recapitulations - and their role inside the expansive strategies.

    Keywords

    Lost; transmedia; storytelling; narrative; strategy; user-generated

    contents

    Carlos A. Scolari: Universitt Pompeu Fabra. E mail: carlosalberto.scolari@ upf.edu

    Lost

    can be considered one of the best examp les of multicha nnel, multiplatform,

    complex narrative produced in the first decade of the twenty-first century. Like

    any other complex phenomena - Lost is not just another TV show - it can be

    approached from different perspectives. In recent years scholars have analyzed

    this transmedia narrative experience from a broad spectrum of perspectives:

    audience-building and consumption practices (Abbot2009;Brooker2009;Gonzlez-

    Alarcn and Any 2009), branding and marketing (Cascajosa 2006; Johnson

    2009;

    Grainge 2009), na rrative (Gmez Alonso 2008; Askwith 20 09; Clarke 2009;

    Lavery 2009; Mittel 2006, 2009; Pearson 2009), genre (Tous 2010), religion

    (Ankerberg and Burroughs 2007), video games (Jones 2008), and, last but not

    least, transmedia storytelling (Hill 2006; Ndalianis 2009; Smith 2009). Among

    the many p ossib ilities ofFered

    hy Lost,

    in this a rticle

    will analyze this production

    from a perspective that com bines narratology and semiotics, and will propo se a

    taxonomy of expansion/compression nanative strategies based on traditional

    rhetorical categories.

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    Towards a theory of transmeda narratives

    In an interview published inWiredmag azine (1997) George Lucas evidenced the

    distance between media: for him cinema is one thing, and video games, some-

    thing completely different.

    Movies are storytelling; you tell somebody a story. game is interactive; you partici-

    pate in some kind of an event with a lot of other people or with

    yourself

    or with a ma-

    chine. Those are two different things, and they've heen around here forever. Games

    have been here since the Greeks, and so has storytelling,

    youdon tthmk thatthose two are going to cross overatall?

    No

    Because by definition they are different - storytelling and games are two different

    mediums. (Kelly and Parisi 1997)

    Twenty-first century convergence processes (industrial convergence, professional

    convergence, technological convergence, and narrative convergence; Scolari

    2008 a; Dwyer 2010) have completely chang ed the lan dsc ape . Today convergence

    is one of the key conc epts for un de rstan din g w ha t's hap pen ing in the med ia ecol-

    ogy. In this article I'll focus on media narrative convergence, or in other words,

    transmedia storytelling.

    1 1 Transmedia Storytelling

    What do we mean by transmediastorytelling?According to Jenkins (2 003 ,2006 b,

    2009,2011) many contemporary works are characterized by expanding their nar-

    rative throug h different media (film, TV, com ics, bo oks, etc.) an d p latforms (blogs,

    forums, wikis, social netwo rks, etc.). For exam ple, th e Fox series24began as aTV

    show but ended up including mobisodes, webisodes, video games for consoles,

    mobile games, comics, novels, board games, and a plethora of official and fan

    websites (Scolari 2009a).Wecan add a second feature to this cross-media dim en-

    sion of storytelling evidenced by Jenk ins: the creation of user-generated con tents.

    Transm edia narratives begin in a Hollywood studio or in the comic book e ditor's

    office in Manhattan but continue, for example, in a blog vwitten by a Finnish girl

    or in a parody v ideo uplo aded onto Youtube by a group of Brazilian fans. Tha nks

    to Jenkins the concept of transmedia storytelling has already been accepted in

    the academic environment, although in the professional world many producers

    prefer to talk about cross media. In this article I'll consider the two terms as

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    Jenkins expanded traditional media studies when he incorporated the con-

    cept oftransmedia storytelling and focused his research on user-generated con-

    tent and the prosum ers' experiences (Jenkins2006a).But there are othe r po ssible

    doors into the study of transmedia storytelling. In this article I propose an ap-

    proach inspired by contemporary narratology (from Propp to Genette) and

    semiotics, with specific references to the Italian (Eco 1979) and French schools

    (Greimas 1987). As ethnographic research examines the users' productive activi-

    ties,

    the semio-narrative approach concentrates on the textual level of transme-

    dia narratives. From this theoretical perspective we could say that the origin of a

    narrative is almost a secondary problem: it is not so important who produces a

    text(it could be a Hollywood studio or a fan) but ratherhow the texts are articu

    lated and integratedinto a complex narrative system. In this context I'm not pro-

    posing a com plete sem io-narrative an alysis

    o

    Lost that w ould be almost impos-

    sible to achieve in a single article. The article, the n, is focused on a ge neral level,

    that is, the analysis of the transmedia textual macro-space and how transmedia

    narrative strategies develop inside this env ironme nt.

    According to Roig tran sm edia narrative involves design ing and creating its

    own universe, complex and consistent enough to facilitate the recognition and

    the consistency acro ss different m edia forms (2010: 245). The sem iom arrative

    approach is one of the best possible tools for analyzing this textual complexity

    and narrative consistency.

    Transmedia na rrative worlds are a real challenge for com mu nication studies,

    in particular for narratology and semiotics. Like most media studies, narratology

    and semiotics have also proposed

    monomediatic

    appro ache s. We have many spe-

    cific semiotics (semiotics of radio, semiotics of television, semiotics of cinema,

    semiotics of theater, etc.) but we d on't have a sem iotics of transmedia experiences.

    Narratology an d sem iotics are un accustom ed to analyzing highly complex m ulti-

    modal narratives characterized by textual fragmentation and dozens of charac-

    ters and narrative programs that inhabit different media and platforms (Scolari

    2008b , 2009b, 2009c). George Lucas was partially right: cinema and video gam es

    are different media. However, now narratives and media are converging, and we

    can no longer analyze them in isolation from each other.

    1.2 User generated contents

    Even if content production by consum ers h as always been pre sent in the culture

    industry, the digitization process, the dissem inatio n of grap hic user interfaces -

    which facilitated the handling and recombination of all types of texts - and the

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    have become malleable and susceptible to being remixed with other contents

    (Scolari 2008a, 2009b). The web, especially social networks and open platforms

    such as Youtube, has accelerated the viral circulation of contents around the

    world. This is the breeding ground of user-generated conten ts.

    As ri l d em onstrate in section

    2.3,

    the borderline between user-gene rated con-

    tents and the culture indu stry's production is very porous. Contents born on the

    margins may end up being taken over by large communication systems, in the

    sam e way that the culture industry pays close attention to the prosum er's produc-

    tions and has no scruples about distributing these contents and even making a

    profit from them.

    1.3 Expansions and compressions fiction and non-fction

    In a recent pu blicatio n on the m utation of television, Barra et al. (2010) proposed

    three dime nsions for analyzing the convergence process: extension, access, an d

    branding. In this article I'll focus on the first of these:

    extension

    When we talk

    about transmedia storytelling we usually refer to the expansion of a narrative

    world through different media a nd platforms. H ow ev er ... Are all transm edia ex-

    periences expansive ? Are there any experiences of narrative com pression ?

    Many audiovisual conten ts, rather th an expa nding the story, reduce it to a mini-

    mum expre ssion, like in trailers and r eca pitula tions . The collision of old and new

    med ia ha s produced a large num ber of textual splinters, and may be the best ex-

    pression of wh at ha s been defined as

    snack culture

    (Miller 2007). Even if they do

    not incorporate new cha racters or their narrative program s are very limited, these

    paratextual

    nanotexts

    provide new interpretation frames or allow the consumer

    to enter the narrative world, and therefore become a basic component of the

    transm edia universe (Gray2009:3).

    In other w ords, if

    w

    consider that transm edia n arratives can only be expan-

    sive,

    then many paratextual productions would fall outside the limits. If, how-

    ever, we adopt a more flexible definition of transmedia storytelling, these com-

    presse d conte nts sho uld also be analyzed a s part of the fictional world. Moreover,

    the fact that many of these nanocontents are user-generated and circulate in

    social networks like Youtube reinforces the idea that they should be included in

    a study of transmedia storytelling. I'll return to this issue in Section

    2A

    when I

    analyze

    Lost

    recapitulations, a nd also in the Conclusions.

    This article is dedicated to crossmedia extension/compression strategies.

    Smith (2009) described transmedia extensions in the form of new episodes, di-

    egetic artifacts or alternate reality; Dena (2008a) proposed three types of multi-

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    tran sm ed ia stories based on how they were first conceived (hard , soft, an d chew y

    transmedia narratives). In this article I'll describe the extension/compression

    strategies and arran ge them according to rhetorical principles.

    Finally, every time scholars talk about transmedia storytelling the discourse

    is centered on fictional characters and stories

    HarryPotter Indiana Jones, The

    Matrix,

    24 ,

    Lost,etc.).Weshould remem ber that tran sm edia storytelling is not just

    fiction. Advertising ha s been a transm edia experience since the explosion of m ass

    media in the first half of the twentieth century, and the same can be said about

    journalism in the secondhalf Non-fiction tran sm edia storytelling is still an unex-

    plored territory waiting for its explorers .

    The transmedia fctonal world of

    ost

    Lostwas first broadc ast on September22,2004 on theABC (American Broadcast-

    ing Com pany). The first season consisted of twenty-five episo des, an d th e first one

    was d oub le. The num ber of episodes decreased over the years (twenty-four in the

    second season, twenty-three in the third, fourteen in the fourth, seventeen in

    the fifth, and eighteen in the sixth and final season). However, the reduction in

    the number of episodes was balanced by the creation of additional contents

    in other media and platforms.

    The first four seas ons re ma ined am ong the top twentyUSranking, while the

    last two fell to lower positions. In its first two seasonsLost attracted more than

    eighteen million viewers, this fell to thirteen million in the third season , to twelve

    in the fourth and rema ined at about ten million viewers in the last two season s. In

    spite of this, the series was one of the first shows to be available in the iTunes

    Store for legal downloading. However, the episodes can be seen with commercial

    breaks included on the ABC's website and on m any otherTVchanne ls' webpages

    around the world. In December 2008 the Nielsen agency declared that

    Lost

    was

    the most-watched series on the web with 1,425 million viewers (Whitney 2009).

    Lust's DVDs have also been very well received by audiences and have achieved

    high sales.i Obviously this legal market data need to be completed with the mil-

    lions of illegal downloads that have been made throughout cyberspace. But the

    fictional world of

    Lost

    does not end w ith these television prod ucts: it has spread

    to other media an d com mun ication spac es to become one of the most com prehen-

    sive and interesting transmedia narratives of the first decade of the twenty-first

    1 W ikipedia contribu tors, Lost (TV Series), Wikipedia, ht tp : / /en .wikipedia .org /wiki /

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    century. In this article I could only map a small portion

    of Lost s

    fictional world;

    I will focus on the novels, video games, comic books and audio-visual con-

    tents,especially tho se difFused on theweb.For reason s of space m any other inter-

    esting contents which are very important for understanding the narrative world

    of the series - such as

    Lostpedia^

    or the

    Lost

    University^

    -

    will not be discussed

    here.

    2 1 Books and webs

    Lostgene rated a series of novels based on the life of some survivors of the tragic

    Flight 815 from Sydney to Los Angeles, which establish strong intertex tual links

    with the

    TV

    show on a narrative level. These novels also includ e th e typical flash-

    backs of the series, introducing ano ther intertextual conne ction, but on a discur-

    sive level.

    The novels are the following:

    - Hapka, Cathy (2005)

    Endangered Species.

    The main character is Faith Har-

    ringto n, an environ m entalist w ho was on Flight 815. Throug hout the story

    Faith interacts with all the

    TV

    cha racters of the first season.

    - Hapka, Cathy (2006)

    Secret Identity.

    Hapka's second novel tells the story of

    Dexter Cross, a college stud en t w ho led a dou ble life before th e accid ent.

    - Tho mp son, Frank (2006)Signs o f Life.This book tells the adv entu res of Nick

    Hadley, an artist in crisis who survives the Flight 815 crash. While on the

    island this artist resum es his production but it becom es imbued with a sinis-

    ter, apocalyptic tone. The fourth novel differs significantly from the previous

    texts because of its metana rrative characteristics:

    - Troup, Gary (pseudonym of Laurence Sham es),

    Bad

    Twin. In the first episode

    of the

    TV

    series, a few minu tes after the tragic accide nt, an image shock ed the

    viewers: a survivor walking on the beac h was literally sucked in to the tu rbin e

    of the plan e gen erating a blast and addin g new victims to the list. lo si 's fol-

    lowers discovered later tha t the m an of the turbin e was a writer called Gary

    Troup. Am ong the Easter eggs and interpretative keys of

    Lost s

    fictional

    world we must include Gary Troup's nam e, which is an anag ram of the word

    Purgatory.

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    In the episode The Long Con (season 2, episo de 13) the ma nuscrip t of his

    latest book en titled

    Bad Twin

    is found by Hugo Hu rley Reyes in the wreckage

    of the plane . In Two for the Road (season 2, episode 20) the text reappe ars in

    the ha nd s of James Sawyer Ford, but Jack Shep hard destroys the ma nuscrip t

    before he finishes readin g it.

    BadTwin

    is a novel riddled w ith references to theTV

    show. The central character of the manuscript is Paul Artisan, a private inves-

    tigator hired by Clifford Widmore to find his identical twin brother, Alexander.

    They are obviously rich members of the Widmore family that appears in the TV

    series.

    During the first season the ABC's official website published a diary written

    by a survivor never seen on TV called Janelle G ranger. This weblog rep eated the

    pattern of the literary works mentioned above: it told the story of a survivor who

    interacts with the characters already seen on theTVscreen.

    The creation of peripheral w ebs that are interwoven w ith the fiction that un-

    folds on TV dee pen ed w ith the emergence of the official websites of Oceanic

    Airlines, Hanso Foundation, and Dharma Initiative, the latter two of which are

    closely linked to the mysterious island. In November 2005, the ABC started a

    weekly podcast with interviews and discussions. However, this web has always

    served as a channel for legal or illegal dissemination of the episodes and other

    contents like trailers, promos, recaps, and other paratexts designed to promote

    the series.

    But it was in th e two Alternate Reality G ames (ARGs) w here the u se of the w eb

    actually exponentially e nha nced the narrative world ofLost TheLostExperience

    was co-produced by theABC(USA),Channel (Australia), an d C hannel Four (UK)

    at the end of the second season (2006). The game included comm ercials, hidd en

    information on the official we bsites m ention ed above, video s, passw ords, an d

    even Apollo chocolate bars (a fictional brand that appears in several episodes).

    The online discussion forums were the natural setting for solving the riddles and

    questions posed by

    The Lost Experience.

    The second ARG was entitled

    Find

    8 5

    and was implemented in January 2007, just before the start of the fourth season.

    Unfortunately, a complete description of Lost s ARGs is not possible in this

    article, but if tran sm edia storytelling is one of the m ost interesting objects of con-

    temporary media research, ARGs should be considered the icing on the cake

    (Jones 2007; Dena 20 08b ; Abba 20 09; Kim et al. 2009). Many of these tran sm edia

    experien ces - from the O ceanic Airlines website to the complex netw ork of con-

    tents of the ARGs - are situated in that borderland where marketing strategies

    blend into fictional worlds (and vice versa). As I explained before, transmedia

    storytelling is not only about fiction: cross-media experiences may be found in

    journalism, docu m entaries, a nd ad vertising, and som etimes combined with fic-

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    2 2 Mo bile and video games

    Lost: M issing Pieces is a series of thirteen short videos that run for one to four

    m inutes, produced for mobile pho nes an d distributed between November2 7and

    January

    2008.

    While the original pla n w as to keep the logic of the novels (to na rra te

    the misfortunes of other survivors never seen in the TV show) after many delays

    the prod ucers decided to work with the charac ters already known to the public.

    In these m obisodes theTVcharac ters interact in situations that com plement

    wh at ha s already been seen on the small screen. This type of content can be called

    interstitial(Scolari 2009a) b ecause it fills narra tive g aps tha t in the o riginal story

    had disappe ared into the logical ellipses of the plot.

    As

    a fill in the bla nk s gram-

    mar exercise, the producers created these mobisodes to fill those little empty

    spac es an d co ntribu te to the con struction of the gen eral sen se of the story. Except

    for one of them - m ade with original recordings from the

    TV

    show - the rest of the

    Lost: Missing Pieces

    mobisodes were specifically produced to be distributed on

    mobile devices.

    In term s of

    games.Lost

    promo ted a series of produ cts ranging from

    Lost: Via

    Domus,

    a video game developed by Ubisoft in 2008 for consoles and computers,

    to board games, puzzles, and trading cards

    {Lost

    Revelations .In 2006, Gameloft

    had already launc hed a video game for mobile ph one s and iPods inspired by the

    TV series. From a transmedia narrative perspective

    Lost: Via Dom us

    is the most

    imp ortant of all the games.

    Instead of levels Lost: V ia Dom usoffers the player seven episo des tha t

    develop over the first seventy days after the accident. The user plays the role of

    Elliott Maslow, a survivor of Flight 815 never seen on the small screen. Through-

    out the episodes the player/Maslow interacts with the main characters of the

    series and visits different Dharm a statio ns an d place s of the island well-known to

    TV audiences. Maslow suffers from amnesia but has flashbacks to help him re-

    build his past.

    As we can see

    Lost: Via Domus

    is seamlessly integrated into losf's trans-

    media strategy as it not only brings new cha racters, narrative program s an d rela-

    tionships with other survivors but maintains the use of flashbacks, one of the

    hallmarks of the TV show. In terms of its autonomy in relation to the TV series,

    any player can enjoy

    Lost

    ia

    Domusbu t obviously the fans of the

    TV

    show have

    many m ore eleme nts to un der stan d the situations tha t arise in the gam e. In Eco's

    terms the players who have watched theTVshow have a largerencyclopedia(Eco

    1979),

    which permits them to better interpret and enjoy the video game. Like any

    other video game

    Lost:

    ia

    Domus

    also generated an online community of users

    that facilitated the exchange of experiences and tips for advancing in the game

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    2 3 Comics and action figures

    Pardillos

    is awebcom ic c reatedb y the Spanish s tudent Carlos Azaustre that fol-

    lowst h eeven ts of Lo st 's TV se aso ns ste pb ys tep .Thefirst web com icw asreleased

    in 2007 after a promot iona l t ra i le r tha t announced itsarrival.The author intro-

    d u c e d h ispar t icu lar vers ionof thestoryon theb log :

    henparodyovercomesi tion.. February 30, 200 4. An airplane of Naufragic A irlines

    starts the Flight

    3 1415

    from

    Ibiza Island

    to

    Cuenca. The

    flight

    never arrives

    to

    its destination .

    In the m idst of the journey a fatal accident causes the plane to crash on a mysterious island

    in the Mediterranean Sea. Fourteen survivors, including a doctor, a butcher boy-scout, a

    fugitive, a spunky, a robot, a video game geek, a pregn ant g i r l . . . will face m any dangers

    and w ill have to survive on the island.

    W hy "Pardillos" Thetitleof thewebcomic isjust p ar tof theparo die spirit of the

    story.InSpanishLost ist rans la ted asPerdidos, from whichw earriveto Pardillos,

    the Spanish word

    for bumpkin, yokel.

    Azaus t re con t inued

    the

    pu bl ica tion

    of his

    pa rodyo n t h e w ebunt i l 200 8 , when hedec ided totaketh e bigs tepan dpr in tit.':

    Asthepub lishers refused, hecom pi ledth efirst seas on 's com icsa n d self-released

    the vo lumePardillos: Primera Tem porada (Pardillos: First Season). A

    few

    m o n t h s

    later thevo lumew asavailableatmajor b ook s toresinSpain .In2009, coinciding,

    w ith c laiming

    the

    prize

    for

    Best On-Line Comic

    at the

    Comic Exhibition

    in

    Madrid,

    the third album w asre leased .Theforth an dfif th alb um s arrived in2010.By the

    en d of2010Pardillosh adsold over 15,000 cop ies.

    9i

    Pardillos is acomic inwhich th e fictional world ofLost (its characters , their .

    nar ra tive program s, there lat ions be tween theman d th esequence ofevents trig-

    geredon theis land)isreinforced b y acomplex in te r tex tua l ne tworkoflin ks with

    contemporary Spanish popular cu l tu re .T heparodyis no tonlyin thejargon used

    by charac te rs or in the transformation of their names (i.e., John Locke -^ Yon

    Locko) bu t in theinter textu al i ty that doesn o thesi tate topokefun at the is land 's

    TV show hos ts a n d real i ty show contestants very wel l-known to the Spanish

    pub l i c .

    A coup le of examples show this in tense in te r tex tua l game. Dur ing the first

    s eason th eIraqi Sayid Jarrah (anex-torturerin the Republican Guard ofSaddam

    Hussein

    an d

    te lecommunica t ions exper t , r epresen ted

    in the

    comic

    as a

    robot)

    meets Daniel le Rousseau, th eonly survivor of a French expedit ion that sankoff

    the island sixteen years earlier.

    InP ardillos

    Daniel le Rousseau becomes Carmen

    Russo, the Italian actress that w on t h e Spanish edit ion ofSobrevivientes 2006

    (Survivors 2006), the reality show located preciselyo n atropical is land inw hich

    con te s t an t s compe tedtosurvive.Onanothe r pageo Pardillosthepresen te rofthe

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    DE GR UYTE R MO UT ON Lostology

    Some prosumers have rebuilt specific key moments of the show and edited

    their own videos using a split:screen a esthetic po pularized by other

    TV

    series like

    Fox s24 . Producing this kind of con tent is a complicated job as it require s, in ad-

    dition to m asterin g the tec hniq ues of non -linear v ideo editing, a careful review of

    the scenes and parallel assem bly by matching all of them. One of the highlights

    of the series tha t has b een most sy nchro nized is the tragic crash of Flight815. On

    the small screen viewers learned w hat each character w as doing at the time of the

    accident after three or four seasons, but thanks to synchronized videos we can

    now see what was happening simultaneously (i.e..Lost: Flight815 Crashin Real

    Time ).

    2 4 2 Recaps

    This kind of audiovisual content is a summary of previous episodes or seasons.

    This format is classic of Youtube vid eos (i.e., 9NineMinuteSopranos^ and always

    follows the same pattern: a voice-over recounts the events of history while pass-

    ing fast images of the m ain scenes of each seaso n. Many user-generated recaps do

    not have any thing to envy to the official recaps pro duce d by the majors (i.e., ABC s

    Lost in

    8: 5 or

    Lost recap - All You Need to Know About Lost in

    4:24^).User-

    generated recaps may include a soundtrack (i.e..

    Lost Season

    1 Recap^ that sug-

    gests a new interp retation of the con tent. As in the previous ca se, to produce the

    recaps it is necessary to apply an adva nced set of narrative, textual, and techno -

    logical skills.

    2 4 3 Parodies

    Many prosumers love to disassemble their favorite show and remix it with other

    products to create new parodie interpretations.

    Lost

    has not been an exception:

    on YouTube and o ther video platforms it is possible to find hu nd reds of paro dies

    and m ashup s inspired in

    the post-production

    philosophy (Bourriaud

    2002;

    Scolari

    4 ht tp: / /www.youtube.com/watch?v=MKcKtjrL5bc (accessed March 2013)

    5 ht tp: / /www.youtube.com/watch?v=AsgRwxx7auO (accessed March 2013)

    6 ht tp: / /www.youtube.com/watch?v=QIuXZ37GQIs (accessed

    March 2013)

    7 h t tp : / /www.youtube.com/watch?v=rpc60JyAnl4 (accessed

    March 2013)

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    6 CarlosA Scolari DE GRU YTER MO UT ON

    2OO8a).^ For example, in theirLostparodies the Fine Brothers brea the life into the

    toy figures and remix the TV show cha rac ters w ith othe rs from the world of film,

    TV, and sport.i

    A

    typical Fine Brothers' parody usually begins withLostcharac-

    ters discussing a topic - the voice-over accentuating the inflections of the real

    cha rac ters - until a foreign character, from Harry Potter to

    Gandalf

    Jack

    Sparrow, Batman, The Joker or Michael Jordan, appears on the scene. In short,

    this is the same intertextual game played by Carlos Azaustre inPardillos but in

    this case the external textual references are conn ected to global mass c ulture.

    It should be noted that the Fine Brothers are not just simple prosumers but

    two young film and TV professionals that produce audiovisual contents for

    num erou s co mp anies. The aesthetics of their paro dies, however, is marked by a

    low-cost style typical of many user-generated contents. As I explained above

    aboutPardillos, the boundaries between the culture industry and user-generated

    produ ctions are porous an d flexible.

    Another parody that we must include in this analysis isLa Isla Presidencial

    {The Presidential Island ,^^a project bo rn in Venezuela th at transforms Latin

    Am erican pre side nts and King Juan Carlos of Spain into castaw ays after a nautical

    accident. In this case the Lost story becomes an excuse to take a sour look at

    Latin Am erican political lead ers. Even if the intertex tuality of l a IslaPresidencial

    is mostly related toLost,the parod y also includes many other references like ast

    Away(2000).

    2 4 4 Alternate endings

    Like many other blockbusters Lost has also generated user-generated alternate

    endings. For example in an alternate parodie ending Chuck Norris {Missing in

    Action

    from 1984) and the alien from

    Predator

    (1987) arrive at the mysterious

    island (i.e..Lost Alternate

    Ending^^ .

    Other alternate endings are not so parodie

    and propose a narrative extension involving the original characters of the series.

    9 AsRose puts it:

    the idea of people working together to solve or interpret a story at any scale beyond the

    water cooler is unprecedented , simply because no technology has enabled it before. Will

    it change storytelling? It already has.

    Inception, Lo st -

    because its narrative was so convo-

    luted,

    Lost

    implicitly demanded that people connect online to figure it out. No one ever

    dared do that onTVbefore. (Rose in Jenkins 2011)

    10 http://www.thefinebrothers.com (accessed March 2013)

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    incorporating scenes from other films but maintaining a logical continuity with

    the plot of the TV show. In one of these alternate endings Jack Shephard appar-

    ently escapes from the island on a plan e bu t later crash es during the landing . Jack

    is unfolded and atten ds his own dea th: one Jack dies on the stretcher in the

    emergency room while the other one goes out closing the door and his old life

    behind him (Lost Season Alternate end/begin^^). It is worth remem bering that

    the first alternative endings of

    Lost

    were produced by the ABC at the end of the

    fourth se ason to avoid the risk of possible spoilers th at could reduc e the impa ct of

    the real ending.

    2.4 .5 Re cut trailers

    Another significant type of audiovisual user-generated content is the fake trailer,

    also called re-cut trailers.These remixed short videos ann oun ce a n onexistent

    movie or change the m eaning of

    a

    film, for example the famous romantic comedy

    version of

    The Shining

    (1980)'* or the sequel to

    Titanic

    (1997).^' The fake trailers

    are very powerful too ls for removing a work from a gen re, repositionin g it in an-

    other one an d op ening a broad spectrum of new interpretations. The fake trailer

    Lost: The Sitcom Season I

    Intro,^^that presents the series as if it were a comedy,

    is a good exam ple of this format.

    A reflection before concluding this section: as we can see, the production of

    audiovisual user-gene rated contents is huge and th e researcher risks getting lost

    in a complex geography of synchros, recaps, false trailers, alternate ending s, a nd

    many other formats. This textual territory is still waiting for its explorers; we

    urgently need to adjust our analytical categories and create new taxonomies of

    these new narrative species.

    3 Transmedia narrative strategies

    If we look at the tex tual netw ork tha t con stitute s the tran sm edia fictional world of

    Lost we

    can identify different strategies of narrative e xpa nsio n. In this Section I'll

    reflect on these strategies an d prop ose a rhetorical classification for them .

    13 ht tp: / /www.youtube.com/watch?v=bEjtk4XnUdM (accessed

    March 2013)

    14 ht tp: / /www.youtube.com/watch?v=sfout_rgPSA

    15 ht tp : / /www.youtube.com/watch?v=vD40nHCRd_4 (accessed

    March 2013)

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    3 .1 First reflections on cross media strategies

    As we have seen, on one side we have the produ ction of interstitial contents such

    as the

    Lost

    M issing Piecesthat fill in narrative blank s. These nano texts bridge the

    gaps (ellipsis) in th e sequence of events of the TV show. The creation of intersti-

    tial contents can be applied to any product, bu t obviously certain works are m uch

    easier to farce with nano texts than others. For exam ple Fox's

    24,

    a series th at

    presented 24 episodes in a single season corresponding to twenty-four hours in

    the rea l life of the main character, unl eas hed 364 days to fill with new con tents

    (Scolari 2009a). In the case

    oLost,

    and tak ing into accou nt the growing complex-

    ity of the series as the seaso ns p asse d, all interstitial co nten ts sho uld fit perfectly

    into the narrative puzzle.

    Avariant of this expansive practice is to present ev ents that h ap pened before

    or after the diegetic time of the m ain text. In the caseo f Lost the discourse intro-

    duce s this practice through flashbacks and fiashforwards in the TV show, video

    gam es, and novels. Other fictional worlds, like

    Star

    Warsor

    24,

    have fully exploit-

    ed in novels or comics the idea of narrating events that occurred before or after

    the m ain audiovisual texts. As we have seen, these temp oral expa nsions may be

    complemented with the compression of the narrative in the recaps (i.e..Lost:

    Flight815 Crash inRealTime or the official trailers and promos (i.e.,Lost Season

    6 Chessboard Promo^ ^).

    All of these practices may be placed into one single category: time-based

    transmedia strategies.These strategies act on the temp oral dim ension of the nar-

    rative, filling in the blanks, telling stories before or after the diegetic time of the

    main text or compressing the contents into a few m inutes.

    If we can describe a time base d cross-media strategy it is not difficult to

    imagine a space-based transmedia strategy. In this second case the expansion

    affects the diegetic territory of the o riginal text, for exam ple the ex pan sion of the

    CSI

    franchise from Miami to Las Vegas andNYCor some mobisodes of Fox's

    24:

    The contents for mobiles - for example,24: C onspiracy and The Rookie - are

    situated a long way from the central axis: the first one is located in Washington,

    DCand the second includes only some of the cha racters from the TV show (and

    not lack Bauer, the main cha rac ter) (Scolari 2009 a: 598).

    These productions are good examples of a space-based transm edia strategy.

    In the specific caseof Lost

    I

    haven't identified non-parodic stories situated in other

    spac es. Parodie productions likePardillos- situated on a my sterious M editerra-

    nea n island - orLaIslaPresidencial-located on an island in front of the Brazil-

    ian coast - could be includ ed in this strategy.

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    GRUYT R OUTON Lostology

    5 9

    Another cross-media strategy used in Losf is the creation of new characters,

    providing them w ith their own narrative program s and m aking them interact with

    the characters already known, a s happ ens in the video game

    Losf;Via Domus

    or in

    the novels

    E ndangered Species, Secret Identity

    and

    Signs of Life.

    This strategy can

    be considered a classic of the culture industry and ha s been repeatedly employed

    by television an d comics: a secondary character becomes ind epe nde nt a nd takes

    flight as aspin-off for exam ple the a uton om ization of Wolverine from th eX-Men,

    Robin or Catwoman from Batman or Lucifer form The Sandman. These expan-

    sions can be integra ted in to a single strategy that could be defined as a

    character

    based transmedia strategy,an ap proach based on g enerating new characters.

    Finally, anoth er cross-media strategy identified in Losfisbased on the creation

    of parodie paratexts. Parodies are a powerful tool for expanding the borders of a

    narrative world - they create a meta-narrative tha t dialogues with the original one -

    and one of the favorite genres of user-generated contents. Even if parodies also inte-

    grate elementsfi:omhe other strategies e.g.Pardillos is situated on another island

    - space based transmedia strategy- andLa IslaPresidencialincludes new ch aracters

    -

    character-based transmedia strategy

    I consider them to be so independent that

    they can be given their own specific category:parody-based transmedia strategy.

    At this point we can reorganize th e strategie s an d syn thesize them in Table 1.

    Table

    :Transmedia strategies . Classification based on time , space and character m anipu lations

    Transmedia strategies Texts

    Non-parodic Time-based Expansion:

    -

    Lost:

    Missing

    Pieces

    (mobisode / interstitial nanotext)

    -

    The New Man

    in

    Charge

    (not-seen-on-TV content),

    -

    Lost Season Alternate

    end/beg in. Lost Alternate

    Ending

    (alternate ending)

    Compression:

    - Lost recap- AllYou Needto Know AboutLost in4:24(recap)

    - Lost: Flight 815

    Crash

    in

    Real Time

    (synchronization)

    - Lost Season6Chessboardpromo(trailers/promo)

    Space-based

    Character-based - Lost:

    Via Domus

    (video game)

    - Bad Twin,

    EndangeredSpecies SecretIdentity

    Signs of Life

    (novels)

    Parodie Time-based -

    Lost:The

    Sitcom

    Season

    i Intro(re-cut trailers)

    Space-based - Pard illos

    Character-based - Pardillos , La Isla Pres idencial, Lost Parody 7 - Batman'

    (mashups)

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    6 0 Carlos A Scolari DE GR UYT ER M OU TO N

    Let s go further. These first reflections on cross-media strategies could be further

    developed and refined by applying categories from rhetoric. In the next para-

    graphs ril attempt to formalize this taxonomy of expansion/compression trans-

    media strategies.

    3 2 Towards a rhetoric of transmedia narrative strategies

    Since classical rhetoric, the four fundamental rhetorical operations have been

    addition {adiectio), omission (detractio), transposition {transmutatio), and permu-

    tation {immutatio). Originally these four operations were called in Latin quadri-

    partita ratio. Addition is based on the expansion of elements, omission on the

    subtraction of them,

    transposition

    ortransferringchang es the norm al order or ar-

    rangem ent of the eleme nts an d, finally,

    permutation

    is based on the substitution

    of elements. In this rhetorical context all of the strategies presented in the previ-

    ous section can b e rearranged into a different schem a. This new schema could be

    very useful for identifying not only expansion strategies but also narrative com-

    pressions; at the same time, these four rhetorical operations should not be re-

    duced to cross-media strategies. In other words, we can expand or compress a

    narrative in the sam e media by adding or canceling out conte nts.

    It is evident that the creation of interstitial contents or the expansion of the

    story by including events that happened before or after the main text could be

    considered an addition, in the sam e way that recaps or trailers are included in the

    category of omission.L ost: MissingPieces are interstitial nanotexts that expand

    the diegetic world of the TV series, a nd para llel stories like Gary Trump s novel

    Bad Twins

    are also additions that enlarge the

    Lost

    fictional universe. Some spe-

    cific alte rna te end ings th at con tinue the diegetic time of theTVseries may also be

    included in this rhetorical operation. Trailers, promos and recaps cancel the tex-

    tual excesses to create a synthesized nanotext; this narrative operation is based

    on the subtraction of elemen ts, so they m ust be considered a n omission.

    Lost s

    continuo us flashbacks and flashforwards are a good example of trans-

    position, which works inside different media (TV, mobile devices, novels, and

    video games). If we look outside the television, the video synchronizations like

    Lost: Flight 815 Crash in Real Time are also examples of transposition: these

    videos show

    at the same time

    events that viewers have originally watched over

    different media and platforms over the years.

    Finally, the rhetorical operation known as perm utation can be found in paro-

    dies like Pardillos, a text based on substituting cha racters, com panies and places

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    D E G R U Y T E R M O U T O N

    Lostology

    ^

    61

    Mediterranean Island Oceanic Airlines->Naufragic Airlines etc.) and in many

    re-cut trailers and alternate endings that mashupLost with other productions.

    Most of the user-generated contents are found inside this rhetorical operation.

    The different transmedia strategies are synthesized in Table 2. ^

    Table 2 :Transmedia strategies. Classification based on rhe torical operations

    Transmedia

    strategy

    Addition

    Omission

    Transposition

    Permutation

    Textual

    format

    Interstitial nanotexts

    Before/after//parallel

    stories

    Alternate endings

    Extra contents

    Recaps

    Trailersand promos

    Flashbacksand

    flashforwards

    Synchronizations

    Re-cut traile rs

    Mashups

    Alternate endings

    (mashups)

    Examples

    Lost:

    Missing Pieces

    (mobisodes)

    B a d

    Twin,

    EndangeredSpecies,Secret

    Identity,

    Signs

    o f

    Life

    (novels)

    Lost season 7Alternateend/begin(web video)

    Lost

    Alternate Ending

    (web video)

    T h e N e w M a n InCharge(web/ D VD video

    - ( neverseen on TV )

    Previously o nLost T V ) .

    .

    Lost recap A l l Y o uNeed t oKnowAboutost i n

    4:24 (web video)

    Lost Season6Chessboard promo TV /

    web

    video)

    L o s t- S e a s o n s I t o

    T V )

    Novels, com ics, video gam e, mo bisodes ,'etc.

    Lost:

    Flight

    815

    Crash

    in

    Real Time

    (web video)

    Lost:

    T h e

    Sitcom

    SeasonIIntro

    (web video)

    sla residencial

    (web video animation)

    Pardillos

    (web/printed comic)

    Lost Parody

    7

    Batman

    (web video)

    Lost season7Alternateend/begin(web video)

    Lost

    Alternate

    (web video)

    19 In 1970 the Groupe

    x

    reorganized the four rhetorical operations. They renamed transposition

    as

    omission-addition

    for themitis justasuccessionofaddition and omission operations)and,

    along with addition and omission, was categorized asasubstantial operation. Permutation was

    categorizedas arelationaloperation.The Groupe\ifurther developed this classification ofrhe-

    torical operations and distinguished betweenpartialandcomplete omissions; simpleorrepetitive

    additions;partial complete

    or

    negative omission-additions; etc. This taxonomy could

    be

    very

    helpful

    in

    the future

    for

    expanding this initial classification

    of

    cross-media narrative strategies

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    4 Conclus ions

    How can we gain insight into the transmedia expansion and compression narra-

    tive strategies? The proposed taxonomy permits us to analyze and, above all,

    compare different transmedia narrative worlds. This analytical model, like any

    other theoretical construction, can be enriched and enhanced by applying it to

    other textual productions. In this context, we should not ignore the possible

    em ergence of new strategies th at would require us to improve the taxonomy pro-

    posed in this article.

    Furtherm ore, this comparative work could help u s to expand our know ledge

    of transmedia storytelling into other types of narrative, such as information. Do

    these transmedia strategies operate in, for example, news narrative? Only an

    analy sis similar to the on e propo sed in this article could give us an an swer to this

    question. The same may be said for different genres of fictional narratives: Do

    these transmedia strategies change from science fiction to comedy or thrillers?

    Finally, the taxonom y can be easily applied by any professional interested in

    expa nding (or reducing) a particular story across multiple media or platforms.

    4 .1 On tran s media paratexts an d n an o texts : New c hallen ges

    Where are the limits of transmedia storytelling? Does any paratext that has

    som ething to do with the mother-text automatically finish up in the transm edia

    drawer?

    I

    believe tha t

    we

    shou ld begin to refine the range of our ana lytical catego-

    ries if we really want to understand transmedia narratives. In short: not ll the

    p r texts th t sprout round text necess rily form p rt of itsn rr tiveworld

    I have described how texts like the recapitulations compress the fictional

    world. Should they be considered part of the transmedia textual galaxy? If we

    consider that transmedia storytelling is only an expansive narrative practice,

    them the recaps are automatically excluded from our analysis. However, if we

    consider that many recaps are produced by users, and in some cases they open

    new doors to the fictional world or introduce new textual components that ex-

    pa nd our interpretation of the story, then they should be included in our analysis

    of transm edia storytelling.

    Recaps prese nt the same problem a s ada ptatio ns. According to Jenkins it is

    a ma tter of degree - since any good ada ptation contributes new insights into our

    understanding of the work and makes additions or omissions which reshape the

    story in significant w ays (2009). In the case of recap s, it is also a matter of de-

    gree . The official recap s do not usually exp and or introd uce new elem ents into

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    DE GR UY TER M O UT O N Lostology 6

    tations of the story. Finally, recaps always propose new doors into the fictional

    world th at allow new s pec tators to join the show. Therefore, it would be unw ise to

    take recaps off our research agenda.

    This proposal may sound contradictory. From a theoretical and conceptual

    perspective how can we include com pressed texts in an expansion strategy ?

    We should distinguish between the transmedia narrative world (a network of

    texts) and the individual texts. The transmedia textual network is expansive: it

    spreads from the core work (the TV series in the case ofLost) out to the never-

    ending production of user-generated contents. However, the texts that compose

    the network can be either expansive or com pressed : in the first case they

    increase the narrative world by adding new situations or characters, and in the

    second case, they recapitulate portions of the narrative world to create new en-

    trance s, occasionally generating new interpretations. From a textual perspective

    it could be said that the narratives are like bellows that incorporate a double

    expansion/compression movement.

    Another critical borderline is located on the frontier between transmedia sto-

    rytelling and transmedia branding (Jenkins 2009).The Lost ExperienceandFind

    815

    show us that the boundaries between fiction and advertising are porous. In

    the same way thatLostflirts with all television genres (Jack's flashbacks take us

    to a traditional medical drama, Kate's to a thriller, Jin and Sun's to a soap opera,

    etc.;

    Tous 2010) the series also narrows the gap between marketing and fictional

    narrative strategies. This relationship has traditionally been expressed in the

    product-placement strategy (the presence of goods within the fiction, such as

    Apple or Dell computers inHouse, M.D.or Jack Bauer's Nokia ph on es in

    24

    but in

    Lost th efictional world is the brand(Scolari 2009a). On the other ha nd , we m ust

    remem ber that advertising has always been a transm edia experience: the combi-

    nation of channels has been a basic feature of all advertisement campaigns

    throughout the twentieth century.

    Nanotextualities occupy a central position in contemporary transmedia

    strategies. Interstitial contents like Lost: MissingPiecesan d other nan otexts gen-

    erated in the transme dia environmen t are well suited to the fragmented and fast

    consu m ption typical of mobile devices like iPods, iPhones, sm artph one s, etc. In

    a society characterized by an increasingly atomized economy of attention these

    nanotexts, the highest expression of the snack culture (Miller 2007), are like fish

    in water.

    Specifically, theLost: Missing Piecesexpand a nd com plement general scenes

    already seen on the television screen, but som etimes they also include im portant

    keys for understanding Lost s narra tive world, for exam ple when Jack's father

    tells the dog to wake his son up immediately after the plane crash

    So

    It

    Begins

    -

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    6 CarlosA Scolari DE GRU YTER MO UT ON

    unde rstood outside the m ain story: they are paratexts that require a viewer with

    a more or less profound knowledge of the mother-text. In this sense their auto-

    nomy is m inim al. However, in some cases - such as we have just seen - the n ano -

    texts can provide fundamental building blocks for understanding the narrative

    construction.

    w word s abou t toy figures based on films, television series, and video gam e

    characters: this type of cultural product has never been investigated subspecies

    narrativa. Action figures are powerful narrative-construction devices. What do

    children do w ith theirIndiana Jones arryPotterorStarWarsLego and Playmo-

    bil figures? They tell stories. Maybe the first mashups of popular culture charac-

    ters were not born on the web but in children's dom estic scen arios whereBatman

    and IndianaJonesightDarthVaderin an ete rna l battle of injected plastic.

    As Gray puts it:

    The toys not only intensified several themes of the (Star War) films ... but also allowed in-

    dividual children or comm unit ies of children playing together to person alize these th em es,

    si tuat ing the child in the midd le and as active pa rt ic ip an t . . . not just as a distance d specta-

    t o r . . . The toys have never been secon dary spin-offs or coincidental : they have played a

    vital role in, and thus have become a vital part of, the primary text and its unrivalled suc-

    cess. (Gray 2009:183)

    As mentioned above, both narratological and semiological approaches should

    get to work on a deeper an alysis of the new formats, especially the sho rt ones tha t

    I have defined as nanotexts. The knowledge accumulated by literature and film

    stud ies will be very useful for und ers tan din g the se new na rrative forms. U nfortu-

    nately, nanotextualities have only been recognized as a scientific object when

    they have been published in a book, while short audiovisual formats like mobi-

    sodes or Twittering often rem ain out of acad em ic sight. On the other h an d, sem io-

    ticians must realize that we are facing transm edia na nati ve ph eno m ena in which

    the construction of meaning is an integrated effect that arises from the articula-

    tion of texts in different languages and media. From an cultural perspective, the

    excellent quality of many reca ps and sy nchros shows us that the borders between

    the culture industry and fan cultures are very blurry. There is a gray area where

    user-generated high-quality texts coexist with low-cost works produced by

    professionals.

    4 2 Flashforward: The End?

    Many Lost fans were disappointed with the last episode of the series. From the

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    DE GR UY TER M O UT O N Lostology 6

    conclusion. Lost fits perfectly into a subgenre that Piglia (1991) defined aspara-

    noid fiction,that is, a story dom inated by a conspiracy climate in the co ntext of a

    con tinuo us interpretative delirium.^

    As we have seen in Section 2.2. the interpretation of the whole transmedia

    world of Lost (not just the TV show) is founded on collective intelligence. The

    construction of possible worlds (Eco 1979) and the creation of narrative hypo-

    theses about the future development of a plot are basic elements of the inter-

    pretive p rocess;Lost and many other transmedia productions demonstrate that

    nowadays this interpretive process is no longer an individual activity: possible

    worlds and hypotheses are built in online comm unities, in a technology-med iated

    global discussion.This radically n ew situation is a challenge to traditiona l semi-

    otic theories, which are mainly based on the individual read ing or watch ing expe-

    rience (see note 9).

    In the specific ca seo Lost,wha t should be a norm al interpretation process

    has transformed into a frenetic search for the meaning of everything. Even the

    mo st standa rd ellipses of the na rration m ust be fulfilled and explain ed. The army

    ofLost fans has developed an interpretivehorrorvacui:the d ynam ics of the plot

    spread a paranoid epidemic in which the consumers are always looking for new

    clues, hidden codes, and puzzles to solve from one coast to another of Lost s

    transmedia fictional world. From their perspective Lostis a complex netw ork of

    Easter

    eggswaiting to be dec iphere d. P aranoid fiction.

    If any thing cha racterizes tran sm edia narratives it is tha t they tend to drag on

    into eternity a nd it is almost im possible to stop them . As m uch asJ J Abrams and

    his team of writers have tried to finish it,Lost s narrative en gine is still working.

    Transmedia storytelling teaches us that if producers don t w ant, don t know or

    can t generate new contents, prosumers will create and distribute them .You don't

    like Lost sen ding ? Create your own The E nd. DIY: Do ItYourself In this context

    the new se ason s of l o s i are being cooked up in the social networks, in the conver-

    20 In principle, we will deal with two elements, both in form and content, to define the concept

    of paranoid fiction. One is the idea of threat, the enemy, the enemies, the persecutor, the perse-

    cutors, the complot, the conspiracy, all that we can weave around this paranoid awareness,

    which is expanding this idea of the threat as a piece of that aw areness.

    The other important element in the definition of this awareness sthe interpretative delirium,

    that is, the interpretation that erases the chance, to consider that nothing is accidental, that

    everything is due to a cause that may be hidden, which is a kind of encrypted message directed

    to me . (Piglia 1991)

    Translated into semiotic terms, Piglia'sp r noidi tions very close to Peirce's and Eco's

    unlimited semiosis.This invitation to unlim ited semiosis and interpretive delirium is a

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    6 6 Carlos A. Scolari E GRUYTER MOUTON

    sationsoftheirf ntribes that con tinuethedeba te about alternative e ndings nd

    hypothe tical spin offs that m ake them dreamof Seventh Season.

    eferen es

    Abb ot, Stacey. 2009 .How lost founditsaudience: The makingof

    a

    cult blockbuster.InRoberta

    Pearson (ed .),

    ReadingLost:Perspectives or a hittelevisionshow,

    10-26 . London:

    LB.

    Tauris.

    Abba , Tom.2009 . Hybrid stories: Exam ining the futureoftransmedia narrative.Science Fiction

    Film&Television2(1). 59 -75 .

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    ionot

    arlosA Scolari b. 1963) is a professor at the Universitt Pompeu Fabra

    ([email protected]). His research interests include semiotics

    of

    inter-

    faces

    and

    HCI, theorie s

    of

    digital interactive communication, media ecology,

    and

    transmedia storytelling. Hispub licatio ns includ e Digital Eco_Logy: Um berto

    Ecoand asemiotic approac htodigital com m unication (2009); Desfasados:Las

    formas de conocimiento que estamos perdiendo , recup erand o y gan ando (2009) ;

    The sense

    of the

    interface: applying Semiotics

    to HCI

    research (2009);

    and

    Media ecology: Mapof theoretical nic he (2010).

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    C o p y r i g h t o f S e m i o t i c a i s t h e p r o p e r t y o f D e G r u y t e r a n d i t s c o n t e n t m a y n o t b e c o p i e d o r

    e m a i l e d t o m u l t i p l e s i t e s o r p o s t e d t o a l i s t s e r v w i t h o u t t h e c o p y r i g h t h o l d e r ' s e x p r e s s w r i t t e n

    p e r m i s s i o n . H o w e v e r , u s e r s m a y p r i n t , d o w n l o a d , o r e m a i l a r t i c l e s f o r i n d i v i d u a l u s e .