Transmedia
storytelling is a fundamental part of the Angry
Birds series, providing an era of collective intelligence. According to
Pierre Levy (1999), the term collective intelligence refers to the way in which
social structures enable the production and circulation of knowledge within an
interconnected society. For various games, both on consoles and within the app
market, websites have social media pages dedicated to promote or share
information about the game itself. This
is particularly important when trying to promote a new feature or installment
of a part of the series. This has been executed particularly well by Angry
Birds this year with the promo of the ‘Angry
Birds Movie’. There has been interactive bus stop posters with QR scanners,
mobile advertisements, Facebook banner adverts and even a new Snapchat filter
enabling users to pretend that they are the red bird. This allows audiences to
circulate knowledge in a rapid manner as social media websites are simultaneous
and constantly updating to the newest trends.
Back
when the game was first released, the fundamental rating on the listings, in
the iOS app market, had Angry Birds
as the lead sale, leading to more hype and talk across different social media
pages like Twitter and YouTube, where audiences began to post content about the
game which can be viewed and interpreted by other audiences. Stuart Hall (1980)
describes three states of audience consumption, from dominant, oppositional and
negotiated readings of texts. Being a game, it is difficult to gage the extent
to which audiences may agree with or oppose the messages within a children’s
game. In other instances, such as Call of Duty, these ideological messages may
be portrayed more clearly such as western superiority which can make a more
definitive response from audiences. However Angry
Birds uses a fictional world with cartoon characters, perhaps some can
stretch as far as using political motives for the characterisation of the birds
and pigs, which could in turn create a dominant reading for some audiences.
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