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dc.contributor.authorGulden, Toreen_US
dc.date.accessioned2016-02-24T09:48:36Z
dc.date.available2016-02-24T09:48:36Z
dc.date.issued2015en_US
dc.identifier.citationGulden, T. (2015). A System Analysis of Transmedia Storytelling Toys in Relation to Desire and Pleasure. Procedia Manufacturing, 3, 2071-2078.en_US
dc.identifier.issn2351-9789en_US
dc.identifier.otherFRIDAID 1322543en_US
dc.identifier.urihttps://hdl.handle.net/10642/3060
dc.description.abstractTransmedia storytelling (TS) is a market and experience stra tegy where children learn to know a toy concept through multiple media platforms such as cartoons, films, games, and tangibles. Each type of me dia reveals information wh ich in total makes a whole toy experience often perceived as dynamic and enjoyable [2]. As the story within the toy develops, new characters and obj ects emerge [2 - 6]. Thus, the children who are engaged with the toy will subsequently desire the character’s novel weapons, vehicles, and costumes which are made available in the market by various channels such as computer games, board games, characters, tangibles, etc. This article explores such transmedia toys through an inquiry into the two systems based around Toy Story and Cars. The mapping of these system s involved visualizing play experiences, pl ay platforms, occ urrences of narrative extensions, and in turn the materializations that have emerged out of these extensions . The establishment a nd characteristics of relations betwee n elements such as the above - mentioned factors and the playing chil dren (and their network) who consume these toys make the first part of the analysis of the map. These inte rrelations are further analyzed in view of how such an experience system can influence children’s experience of the transmedia toy and desire for new one s and, consequently, how they feel about the product. The construct for the analysis c onsists of establishing how the touch points that the system consists of compare wi th theory on product attachment and pleasure [7 - 9] and influence [10, 11], which agai n relates to the desire to purchase.en_US
dc.language.isoengen_US
dc.publisherElsevieren_US
dc.subjectToy designen_US
dc.subjectAutopoiesisen_US
dc.subjectSelf producing systems of social interactionen_US
dc.subjectGame designen_US
dc.titleA system analysis of transmedia storytelling toys in relation to desire and pleasureen_US
dc.typeJournal articleen_US
dc.typePeer revieweden_US
dc.description.version© 2015 The Authors. Published by Elsevier B.V. This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/).
dc.identifier.doihttp://dx.doi.org/10.1016/j.promfg.2015.07.256


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