Redefining Story for Transmedia in the Gamification Era

Redefining Story for Transmedia in the Gamification Era

tim kring

The Creator of Heroes Explains How Storytelling Has Evolved with Gamification

It used to be enough just to give consumers 22 minutes of quality content, once a week, year after year, to be successful. Today, media consumption has dramatically changed. Where TV used to be the distraction, now viewers use second and third screens – a distraction from the distraction. This change, both demographic and technological, forces us to reimagine the nature of storytelling and narrative in an unprecedented way.

Viewers today want to lean forward (and you need them to), become part of the action, engage with characters and each other in new and exciting ways, and shape the outcome. But how do we do this without ceding total control to the audience and reducing the main reason they “pay” to be with us in the first place?

Join Tim Kring, Transmedia expert and creator of the blockbuster TV programs Heroes and Touch, as he shares his insights about how to tell stories in this new lean-forward era that consumers are willing to pay for with time and money.

Watch Tim’s full GSummit SF 2013 video below and be sure to subscribe to our YouTube channel to get the latest videos from GSummit SF 2013 as they’re released. You can also download a copy of this presentation by downloading it here.


Need help with behavioral science and gamification? Get in touch with our boutique consulting agency Dopamine.


  1. Acho que a gamificação é uma tendência muito forte no Marketing Televisivo. O que se quer é manter as pessoas engajadas nas transmissões de TV com a finalidade de divulgar produtos e aumentar receitas financeiras.

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