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3pm Journal of Digital Research & Publishing<br />

my experiences and interactions with the piece would differ vastly to other’s experiences.<br />

Like many popular literatures “The Lord of The Rings” has been dragged throughout the<br />

digital arena having a profound and wide ranging impact on popular culture. Its original<br />

publication in the 1950’s as an intricate and masterfully epic narrative had an enormous<br />

impact on society. It then maintained its popularity with its transformation to popular<br />

radio, theatre and film adaptations which re-imagined the original narrative. This lead<br />

to the inevitable adaptations of ‘Lord of The Rings’ video-games, tragic attempts at video<br />

sequels and of course the ability to read it on the computer screen via e-book technology.<br />

The re-imaginations and hype which came about from the Lord of the Rings I found all too<br />

exciting, however I did not know how to feel when I came home one day to find my brother<br />

playing Lord of the Rings on his playstation. I watched eagerly as he fought for the Dark<br />

Lord Sauron destroying all of middle earth; an absurd rendition of my beloved childhood<br />

narrative. So at this juncture I must ask, what are the consequences of digitisation and<br />

convergence to a brilliant narrative?<br />

Narratives are something which society has cherished and enjoyed for hundreds and<br />

thousands of years; libraries and entire institutions have been developed for the protection<br />

and safety of the written word. However new technologies have emerged over the past<br />

decades which have challenged the popularity and power of the written novel. It is in the<br />

name of ‘digital preservation’ and ‘cross-sited narratives’, whereby media technologies<br />

have adapted an original narrative to fit their specific medium. The possibilities of these<br />

technologies are all very exciting, particularly when considering participatory culture and<br />

‘remix’ theories. However it then becomes necessary to speculate the importance for the<br />

manifestation of the original narrative when it has been re-imagined and re-fabricated<br />

throughout this vast media playground.<br />

Paradigm Shift<br />

Historically, before transmedia storytelling was capable, the focus of the author was<br />

simple; to tell one good story and keep audiences engaged; “the plot was then considered<br />

the most significant part to a story, then came the characters” (Ruppel. 2009. 23).<br />

Marc Ruppel outlines a shift in the audience’s understanding and priorities of new media,<br />

narrative and play, and further our methods for studying these fields. He examines the<br />

enormous impact which electronic, digital, and the interactive technologies and practices<br />

have had on the production of literary knowledge and narrative. Over recent decades<br />

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