As illustrated by the Netflix special Bandersnatch as a cultural phenomenon, the purpose of this study was to analyze how "new" storytelling forms exist in today's convergence culture. This was done by a discursive case study about TV-critics' reception of Bandersnatch, along with smaller comparative discourses covering both relatively traditional film and TV organizations within the media industry, as well as an online forum. Therefore, it was demonstrated how the convergence culture expanded the expression of interactive content. Themes inspired by the reviews included the categorization of Bandersnatch as a media product. The technological aspects of interactive elements were furthermore used in the analysis of the result. Moreover, this was discussed in relation to theories of design and convergence culture. Finally, the results of the study indicated that Netflix's Bandersnatch was compared to both analogue and digital media products. The film's technological aspects were considered to detract from the storytelling experience of a movie, but rather it generated the type of entertainment found in a video game. An insecurity of the future of film as an artform and a dilution of traditional ownership roles also emerged, as the viewer's control continued to be discussed, not only in relation to Bandersnatch, but also to the overall interactive and participatory digital media landscape. / Belyst av Netflix-specialaren Bandersnatch som ett kulturellt fenomen var syftet med denna studie att analysera hur "nya" berättarformer existerar i dagens konvergenskultur. Detta gjordes genom en diskursiv fallstudie om TV-recensenters mottagande av Bandersnatch, ihop med mindre jämförande diskurser som behandlade relativt traditionella film- och TV-organisationer inom mediebranschen samt ett onlineforum. Därmed påvisades också hur konvergenskulturen vidgade uttrycket av interaktivt innehåll. Teman inspirerade av recensionerna inkluderade exempelvis kategoriseringen av Bandersnatch som medieprodukt. De teknologiska aspekterna av interaktiva element användes vidare i analysen av resultaten. Ytterligare diskuterades detta i relation till teorier om design och konvergenskultur. Slutligen indikerade studien att Netflix Bandersnatch jämfördes med både analoga och digitalamedieprodukter. Filmens teknologiska aspekter ansågs förminska berättarupplevelsen som film, men skapade snarare en typ av nöje som återfanns i TV-spel. En osäkerhet om framtiden av film som en konstform uppdagades också, medan tittarens kontroll fortsatte att diskuteras, inte bara i relation till Bandersnatch, utan också i förhållande till helheten av det interaktiva och deltagande digitala medier-landskapet.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:hv-14272 |
Date | January 2019 |
Creators | Tunney, Ruth |
Publisher | Högskolan Väst, Avd för medier och design |
Source Sets | DiVA Archive at Upsalla University |
Language | Swedish |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
Page generated in 0.0028 seconds