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

to improve the experience of a ‘grand narrative’. He describes how significant it is that each<br />

extension of the narrative, whether it is video game, film or television series can stand on<br />

its own as an ‘individually enjoyable entity’ (2007.13).<br />

Negative Capability / Franchise for this ‘new audience’<br />

Mark Deuze is a contemporary theorist who underlines the problematization of popularity in<br />

convergent culture. When a text is transformed as popular culture, the one thing permeating<br />

in the minds of producers at all times is profit. The Lord of The Ring’s film trilogy alone<br />

grossed a total of 2.91 billion dollars never lone the profits from gaming, merchandise and<br />

online profits. Media companies have incentives to spread the narrative or brand across<br />

as many different media platforms as possible. However, the inconsistencies across these<br />

platforms can be potentially detrimental to the understanding of a franchise.<br />

Geoffrey Long suggests that if a film such as the Matrix were like any ordinary nontransmedia<br />

franchise, the film would stand as an independent phenomenon (2000. 89)<br />

Instead the first film was so successful that producers edged the storytellers to create sequels<br />

with huge budgets for exceptional special effects, and slightly inconsistent and confusing<br />

storylines. This is further illustrated through the creation of ‘Enter the Matrix’ and the<br />

‘Animatrix’ mini-series which had a mostly negative reception from audiences because<br />

content was both related and irrelevant to the films. Long refers to this kind of transmedia<br />

storytelling as capitalizing on ‘negative capability’ where the “implicit meanings confuse<br />

audiences”(2000. 56). Thus highlighting how media conglomerates and the ‘cash grubby’<br />

producers can threaten the integrity of the narrative.<br />

So how is Lord of the Rings so popular when one can completely alter the sequences<br />

in the narrative? Long suggests that if the transmedia extensions can keep up with the<br />

tones, structures and characters of the ‘world’ then the plot becomes irrelevant and the<br />

audience can even feel empowered and enthralled as entrepreneurs of the narrative (2000.<br />

60). Therefore my interaction with the playstation game is irrelevant to my emotional<br />

engagement with the novel because the game stands as an independent re-imagination<br />

of the narrative and is significant as an individual strand of the Lord of the Rings<br />

paraphernalia.<br />

New technological achievements do not necessarily mean the extinction of older media,<br />

but rather their recombination. Society is a network of hunters and gatherers, chasing<br />

down bits of the story across media channels, attempting to fully experience every fictional<br />

world. Thus new kinds of audiences have formed, and producers are creating narratives<br />

15

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