Lab #4 - Belfort / virtual, September, 21. - 28., 2020
The Lab #4 organised by GRRRANIT Scène nationale de Belfort was to take place in Belfort, health conditions decided otherwise. The meetings took place virtually in partnership with several associated partners, such as the Laboratoire ELLIADD and the IUT Belfort - Montbéliard / MMI Departement from the University Franche-Comté, the UTBM - University of Technology of Belfort Montbéliard, VIADANSE and Espace multimédia Gantner, Bourogne.
Going Deeper: Serendipity, Gamification And Other Games...
This lab, under the sign of the deepening, wants to give the participants the possibility to "dig" deeper into the first themes and the work of the last three laboratories by using various practices and technological processes. It will also be a question of preparing the residency time and the festivals that will follow.
That means also to face the question of the audience more frontally, in particular by questioning the relationship through design-thinking, until now always present in filigree. This method intends to ask the question of the audience (or user) at the time of the development of the object without ever losing sight to whom it addresses throughout the manufacture. On this aspect, we will be particularly accompanied by a researcher, Florence MAZZARO, from the UTBM and associated to the Laboratory ELLIADD of the University of Franche-Comté.
The lab will also be confronted with the question of the multiplicity of spaces, a specificity of the GRRRANIT as well which is in the course of merging with another national stage a few km away. We can therefore approach the "glocal" dimension of a transmedia work that can be both contextual or located and extended in other territories via virtual worlds.
If the intermediary devices offer an intuition of these possible worlds, the transmediatic devices propose to make use of them. Indeed, the discovery of the world summons both chance and the intelligence of the public. In a narrative deployed on several media and different mediums that can also be semi-autonomous, there are also bits of information that must be known. In other words, the logic of the transmedia stroll is serendipity.
In addition, the dynamics of the game, the use of its mechanisms and its impact on the acceptability of the process and increased use will make it possible to explore dynamics such as emotions, constraints, relationships and the idea of progress.
All these questions will be addressed, in particular, by means of specific tools of geolocalisation, alternate reality games (ARG) combining online game and game in real situation, the incorporation of video game dynamics, virtual and/or augmented reality ...
This last laboratory also in virtual was organized on the example of that of Cardiff in collaboration with John Hunter and with the advice of the Gantner multimedia space in Bourogne. Tassos Stevens, founder of Coney was invited to present his work in connection with new technologies and particularly his approach to transmedia with his escape zoom made by Coney .
Isabelle Arvers, with her international experience, was able to open up the horizon of the practice of transmedia and its strong link with marketing. Moments of constructive discussion continued with our mentors Amaïs Guillet, Marie-Julie Catoire-Brisson and Karlen Groupierre.