6. Angry Birds and Me

Angry Birds was released in a year where social online activity was at its peak and where mobile gaming was shaping the way audiences gained on the go entertainment on their versatile smart devices. It was at this first release where I had gained my first personal experience with the franchise. The addictive gameplay made it difficult to simply stop playing the game, especially with the heated competition between friends in order to see who truly is the best at the game. It became apparent to me that audiences globally had also experienced this, and that a few years later, Angry Birds was not merely a single app based mobile game, but an empire that spanned across a worldwide cross-platform.

When it comes to my personal engagement with this text, it is clear that the vast majority of my own interaction is across the online, digital world. This has increased more recently with the release of Angry Birds 2 and the Angry Birds Movie due to the hype on social media and other websites that promote these new products. My first experience with the app could be formed through the theoretical framework of Ludology and how I had first experienced the franchise through simply playing the game. It became clear, however, that the more I delved myself into the fictional world of Angry Birds that I began to understand the narrative methods used by creators to keep audiences engaged with the game. It is this distinction which made me truly appreciate the transmedia storytelling technique developed into the foundations of the game.

When it comes to social media, pages like Twitter and Facebook have advertisements that litter the page in a discreet manner, and therefore influence my engagement with the text, having downloaded the second series of the game and also planning to watch the new movie in cinemas. On Facebook, I have also noticed many of the people I follow have ‘liked’ the Angry Birds game, leading to further interaction with the app as new features, characters and products are advertised across the news feed. I am also particularly drawn to the the new Snapchat feature of using filters that collaborate to a users face. It came as a surprise to me when an ‘Angry Birds Movie’ filter came up across the several unbranded filters, and further expanded my interaction with the franchise through an entirely new platform type.



Angry Birds has a vast online presence, via web 2.0 technologies, which in turn has had an impact on the way I personally consume text and imagery related to the game. A particular reoccurring feature which has had an impact on my personal experience with a text is through the Angry Birds Wiki. This is a non-profit fan based website which is not affiliated with Rovio itself. The pages enable audiences, like myself, to engage with and post creations online for others to view and interact with. This has generated a new kind of user experience, through the likes of canon and fan made material. Having been influenced by other creators who generate concept designs for the Angry Birds game, that do not exist, I had created my own ‘British Edition’ of the series. I had constructed a mock up poster for the typical stereotypes for the British and merged it with Angry Birds into a concept through my personal engagement with the game and the experiences of representation and conventions within the UK. Like this example, many others have created their own designs that have been shared through fan art websites like DeviantArt or on the Wiki dedicated to the game. These constructed designs are also intriguing as they too take elements from different styles of the Angry Birds design, from Toons TV and the further stylised movie.


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