Crynodeb
The UKRI funded Audience of the Future project aims to further develop digital storytelling practice using contemporary technologies.
As part of the Audience of the Future Challenge (funded by the Industrial Strategy Challenge Fund), the University of South Wales is working on an industry-led project in collaboration with a consortium of commercial practitioners dubbed the Fictioneers. Using the popular Wallace and Gromit IP, the consortium will draw upon their combined skills in games production, animation, creative marketing and new technology development to create a location-based experience designed to propel new and playful identities for a traditional narrative media. Using mobile tools, these enhanced experiences aim to engage new audiences and provide innovative ways for long term fans to interact with media favourites.
The university will provide research and development support for this collaborative effort through documentation services, audience research, analytic expertise and a space for reflection.
Our focus in this paper is upon the ethical questions that can arise during such collaborations, such as the value of ensuring participatory audience inclusivity. Other concerns include the need to manage the potential risks of childhood dataveillance (Lupton and Williamson, 2017), whilst also tapping into the wealth of reflections, discussions, negotiations, subjectivities and relationships at play in mediatised, datafied contexts. Internally, it is equally important that all the consortium partners can build and maintain robust working relationships in order to help manage the potential interplay of project priorities.
As part of the Audience of the Future Challenge (funded by the Industrial Strategy Challenge Fund), the University of South Wales is working on an industry-led project in collaboration with a consortium of commercial practitioners dubbed the Fictioneers. Using the popular Wallace and Gromit IP, the consortium will draw upon their combined skills in games production, animation, creative marketing and new technology development to create a location-based experience designed to propel new and playful identities for a traditional narrative media. Using mobile tools, these enhanced experiences aim to engage new audiences and provide innovative ways for long term fans to interact with media favourites.
The university will provide research and development support for this collaborative effort through documentation services, audience research, analytic expertise and a space for reflection.
Our focus in this paper is upon the ethical questions that can arise during such collaborations, such as the value of ensuring participatory audience inclusivity. Other concerns include the need to manage the potential risks of childhood dataveillance (Lupton and Williamson, 2017), whilst also tapping into the wealth of reflections, discussions, negotiations, subjectivities and relationships at play in mediatised, datafied contexts. Internally, it is equally important that all the consortium partners can build and maintain robust working relationships in order to help manage the potential interplay of project priorities.
Iaith wreiddiol | Saesneg |
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Statws | Heb ei gyhoeddi - 10 Ion 2020 |
Digwyddiad | MeCCSA Annual Conference 2020: Media Interactions and Environments - University of Brighton, Brighton, Y Deyrnas Unedig Hyd: 8 Ion 2020 → 10 Ion 2020 |
Cynhadledd
Cynhadledd | MeCCSA Annual Conference 2020 |
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Teitl cryno | MeCCSA Brighton 2020 |
Gwlad/Tiriogaeth | Y Deyrnas Unedig |
Dinas | Brighton |
Cyfnod | 8/01/20 → 10/01/20 |