Transmedia*Storytelling*for*Health:*An*Integrated*Behavior...

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Transmedia Storytelling for Health: An Integrated Behavior Change Model Nedra Kline Weinreich, MS Weinreich Communica5ons, Los Angeles, CA WHAT IS TRANSMEDIA STORYTELLING? ENTERTAINMENT EDUCATION + SOCIAL MARKETING CONCLUSIONS EXAMPLES OF TRANSMEDIA FOR HEALTH REFERENCES T2X Teen Health Literacy Social Network + “Club” Transmedia Serial Story with UCLA/Health Net/NIH WHY STORIES FOR CHANGE? CONTACT Nedra Kline Weinreich Weinreich Communica5ons Email: [email protected] Phone: 3102862721 Website: www.socialmarke5ng.com TwiVer: @Nedra Stories can: Grab people's aVen5on to get them to focus on our issues Make abstract concepts more concrete and relevant Shape people's understanding and interpreta5on of issues and events Provide vicarious experiences that prepare individuals for realworld situa5ons Increase empathy for others Persuade people of the importance or benefits of taking ac5on Create and reinforce social norms The entertainment educa5on approach, grounded in the Sabido Method, u5lizes extensive audience research to develop fic5onal stories (usually in a single medium) designed to bring about posi5ve health and social change. Given the decades of global success of this method, the poten5al for immersive engagement when combined with the transmedia storytelling approach is promising. Using the social marke5ng process to design the elements of the behavior change strategy for the story experience ensures that it goes beyond merely communica5on. This new integrated behavior change model can guide how best to bring these elements together. 1 Two healthfocused transmedia storytelling projects were implemented to explore the applica5on of the model. One project involved a transmedia experience on a youthfocused social network that was an NIHfunded research project to increase teen healthcare literacy. The other project unfolded via popular social media sites as one storyline within a transmedia alternate reality game, following a character who was diagnosed with depression and sought treatment. Response to both projects was posi5ve, and indicated that the priority audiences were interested in obtaining health informa5on in this format. Many organiza5ons try to use storytelling in their behavior change programs. Including the key elements of this integrated model will increase their probability of success. 1. Weinreich, Nedra (2011). “Change the World With Transmedia Storytelling.” hVp://blog.socialmarke5ng.com/2011/07/change worldwithtransmedia.html Miracle Mile Paradox Alternate Reality Game with Transmedia LA “What’s in the Heart” Transmedia Campaign with Watersong Produc5ons TRANSMEDIA FOR GOOD NETWORK Join us on Facebook: hVp://on.f.me/TM4Good Original Fiction Documentary Storyworld Extension Crowdsourced Stories Story Design TRANSMEDIA STORY SOURCES Immersive experiences in which par5cipants feel like they are involved in a real situa5on have been shown to enhance learning, as well as influencing changes in aitudes and behaviors. Transmedia storytelling is an immersive approach told on mul5ple media plajorms, with different parts of the story appearing in different places. The audience/par5cipants can get to know the characters and their world from many different angles, olen in real 5me. For example, a webseries might include characters who post updates in real 5me from their TwiVer or Facebook accounts, share their backstory via a blog, send text messages to par5cipants and appear at live events. Transmedia stories can be based in many types of sources and genres. IMMERSIVE ENGAGEMENT LEADING TO HEALTH BEHAVIOR CHANGE IS OPTIMIZED THROUGH THESE FACTORS Health Behavior Theory (e.g. Sabido Method) Ubiquitous Media Real World Action Participatory Experience Good Storytelling Social MarkeXng Process What is the most relevant behavior change model to inform what to include in the experience? What is the story and how can you best cral the narra5ve and characters for maximum effect? Where is your audience spending their 5me and how can you integrate the story into their day? How can the audience apply the lessons learned from the story into their own lives? How can the audience par5cipate in the story, interact with the characters or create their own content? Focus on behavioral outcomes Based on audience research/cocrea5on Built into the social marke5ng mix: Product/Price/Place/Promo5on Incorpora5ng experience design principles

Transcript of Transmedia*Storytelling*for*Health:*An*Integrated*Behavior...

Page 1: Transmedia*Storytelling*for*Health:*An*Integrated*Behavior ......Transmedia*Storytelling*for*Health:*An*Integrated*Behavior*Change*Model* NedraKline&Weinreich,&MS& Weinreich&Communicaons,&Los&Angeles,&CA&

Transmedia  Storytelling  for  Health:  An  Integrated  Behavior  Change  Model  

Nedra  Kline  Weinreich,  MS  Weinreich  Communica5ons,  Los  Angeles,  CA  

WHAT  IS  TRANSMEDIA  STORYTELLING?  

ENTERTAINMENT  EDUCATION  +  SOCIAL  MARKETING  

CONCLUSIONS  

EXAMPLES  OF  TRANSMEDIA  FOR  HEALTH  

REFERENCES  

T2X  Teen  Health  Literacy  Social  Network  +  “Club”  Transmedia  Serial  Story  with  UCLA/Health  Net/NIH  

WHY  STORIES  FOR  CHANGE?  

CONTACT  Nedra  Kline  Weinreich  Weinreich  Communica5ons  Email:    weinreich@social-­‐marke5ng.com  Phone:    310-­‐286-­‐2721  Website:  www.social-­‐marke5ng.com  TwiVer:  @Nedra  

Stories  can:  •  Grab  people's  aVen5on  to  get  them  to  focus  on  our  issues  

•  Make  abstract  concepts  more  concrete  and  relevant  

•  Shape  people's  understanding  and  interpreta5on  of  issues  and  events  

•  Provide  vicarious  experiences  that  prepare  individuals  for  real-­‐world  situa5ons  

•  Increase  empathy  for  others  •  Persuade  people  of  the  importance  or  benefits  of  taking  ac5on  

•  Create  and  reinforce  social  norms  

The  entertainment  educa5on  approach,  grounded  in  the  Sabido  Method,  u5lizes  extensive  audience  research  to  develop  fic5onal  stories  (usually  in  a  single  medium)  designed  to  bring  about  posi5ve  health  and  social  change.  Given  the  decades  of  global  success  of  this  method,  the  poten5al  for  immersive  engagement  when  combined  with  the  transmedia  storytelling  approach  is  promising.      Using  the  social  marke5ng  process  to  design  the  elements  of  the  behavior  change  strategy  for  the  story  experience  ensures  that  it  goes  beyond  merely  communica5on.  This  new  integrated  behavior  change  model  can  guide  how  best  to  bring  these  elements  together.1    

Two  health-­‐focused  transmedia  storytelling  projects  were  implemented  to  explore  the  applica5on  of  the  model.  One  project  involved  a  transmedia  experience  on  a  youth-­‐focused  social  network  that  was  an  NIH-­‐funded  research  project  to  increase  teen  healthcare  literacy.  The  other  project  unfolded  via  popular  social  media  sites  as  one  storyline  within  a  transmedia  alternate  reality  game,  following  a  character  who  was  diagnosed  with  depression  and  sought  treatment.  Response  to  both  projects  was  posi5ve,  and  indicated  that  the  priority  audiences  were  interested  in  obtaining  health  informa5on  in  this  format.      Many  organiza5ons  try  to  use  storytelling  in  their  behavior  change  programs.  Including  the  key  elements  of  this  integrated  model  will  increase  their  probability  of  success.  

1.  Weinreich,  Nedra  (2011).  “Change  the  World  With  Transmedia  Storytelling.”  hVp://blog.social-­‐marke5ng.com/2011/07/change-­‐world-­‐with-­‐transmedia.html  

Miracle  Mile  Paradox  Alternate  Reality  Game  with  Transmedia  LA  

“What’s  in  the  Heart”  Transmedia  Campaign  with  Watersong  Produc5ons  

TRANSMEDIA  FOR  GOOD  NETWORK  

Join  us  on  Facebook:  hVp://on.f.me/TM4Good  

Original Fiction Documentary

Storyworld Extension

Crowdsourced Stories

Story Design

TRANSMEDIA  STORY  SOURCES  

Immersive  experiences  in  which  par5cipants  feel  like  they  are  involved  in  a  real  situa5on  have  been  shown  to  enhance  learning,  as  well  as  influencing  changes  in  aitudes  and  behaviors.      Transmedia  storytelling  is  an  immersive  approach  told  on  mul5ple  media  plajorms,  with  different  parts  of  the  story  appearing  in  different  places.  The  audience/par5cipants  can  get  to  know  the  characters  and  their  world  from  many  different  angles,  olen  in  real  5me.    For  example,  a  webseries  might  include  characters  who  post  updates  in  real  5me  from  their  TwiVer  or  Facebook  accounts,  share  their  backstory  via  a  blog,  send  text  messages  to  par5cipants  and  appear  at  live  events.  

Transmedia  stories  can  be  based  in  many  types  of  sources  and  genres.  

IMMERSIVE  ENGAGEMENT  LEADING  TO  HEALTH  BEHAVIOR  CHANGE  IS  OPTIMIZED  

THROUGH  THESE  FACTORS  

Health Behavior Theory

(e.g. Sabido Method)

Ubiquitous Media

Real World Action

Participatory Experience

Good Storytelling Social  MarkeXng  

Process  

What  is  the  most  relevant  behavior  change  model  to  inform  what  to  include  in  the  experience?  

What  is  the  story  and  how  can  you  best  cral  the  narra5ve  and  characters  for  maximum  effect?  

Where  is  your  audience  spending  their  5me  and  how  can  you  integrate  the  story  into  their  day?  

How  can  the  audience  apply  the  lessons  learned  from  the  story  into  their  own  lives?  

How  can  the  audience  par5cipate  in  the  story,  interact  with  the  characters  or  create  their  own  content?  

•  Focus  on  behavioral  outcomes  •  Based  on  audience  research/co-­‐crea5on  •  Built  into  the  social  marke5ng  mix:  

Product/Price/Place/Promo5on  •  Incorpora5ng  experience    design  principles