Second Screen Production. Creating rich media experiences thorugh synchronous interplay between live TV, web and social media
1. Second Screen Production
- creating rich media experiences
through synchronous interplay
between TV, web and social media
Kjetil Sandvik (University of Copenhagen)
Ditte Laursen (State and University Library, Denmark
Nordmedia 2013
2. The project
• 1 year project
• Funded by the research section under the Ministry
of Culture
• Participants and partners:
• Ditte Laursen, senior researcher, Danish State and
University Library
• Kjetil Sandvik (associated professor, University of
Copenhagen, head of the Meaning Across Media
project)
– Niels Brügger, associate professor, Aesthetics and
Communication, Aarhus University
– Software developers at the State and University Library
– DigiHumLab
3. Project’s double scope
• Second Screen Production
• creating rich media experiences through
synchronous interplay between TV, web and social
media
• Methods of collecting Facebook data and
their effects on later analyses
• how methods of archiving data on social network
sites such as Facebook necessarily reflect limitations
(or selections) brought on by technical arrangements
and theoretical interests.
4. • How is the transition from live internet to television
and back again produced as a continuous
communication sequence
• How is this sequence transformed in the transit and
adapted to the two different media’s affordances
• How can we conceptualize the particular form of
cross media communication that arises
– when a product in one media is translated and incorporated
into another media, and
– when different media play different roles within a collective
media expression, together and in real-time
Research questions
5. Cross media communication
• It is about getting through to the user
• It is about giving the user a broader and richer
media experience
• It is about giving the user the possibility to get
engaged and to be involved and to participate in
the media experience on different levels and to
various degrees
6. Cross media productions
• Collaborative interplay between different media
• Each media playing its specific role and
delivering its part of the overall production
• Putting to play the specific strengths of each
media
• Creating rich media uses and experiences
7. Second screen
A specific kind of cross media production, ,
increasingly seen in new entertainment
programme formats, where theres a live
‘here-and-now’ interplay between internet
and television broadcasts.
8. Second screen
• Second screen may refer to an additional
media (e.g. tablet or smartphone) that allows a
television audience to interact with the content
they are consuming, such as TV shows.
• The signifying feature in this kind of cross-
media production is synchronicity and
simultanaety:
• The user engage in watching live TV shows
and in live chats, posting Facebook-updates,
tweets and so on, thus engaging both with the
TV show as it airs and with other users.
9. Synchronicity and simultaneity
• Synchronicity: the characteristic of the
second screen cross-mediatic setup in which
acts of communication are taking place in
parallel in realtime.
• Simultaneity: connected to the ways in
which the communication between the
production and its users takes place.
12. Second Screen rich media experiences
• builds on augmentation of a specific media
(the television set)
• by implementing other media platforms and
media services into the communication
structure,
• creating a realtime interplay between these
media,
• thus allowing different modes of user
engagement: communication as collaboration;
communication as participation;
communication as co-creation and
• positioning the TV viewer in a role as both
user and producer.
13. In the production the use of second screen is supported:
the show is produced on TV and on the Internet simultaneously
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18. Method of analysis
To map and analyze this conversational flow between
parties present in the same mediated space-time
continuum require simultaneous monitoring of
1) the live TV show showing the competing
participants on stage, the coaches watching and
commenting, and the back stage area with the
participants before and after their performance,
2) the communication on the website(s) with postings
of who is winning and who is losing, comments
from the participants and the coaches,
3) the postings and ‘likes’ on the Facebook wall, and
4) the activity on the live-chat.
21. Findings
• What we find is an increasing activity as the
show progresses, with growing numbers of
‘likes’ and comments as users’ favorites are
either voted out or progressing towards the top.
• These comments are not just on the posting by
the show’s producers and participants, but also
on other user comments, thus creating a huge
web of conversational threads displayed both
on Facebook and on the website.
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25. Summing up
• What we can see from our data is that this
specific type of augmented TV shows with
its possibility for synchronous and
simultaneous communication between
production and users is that it creates a
moment (the time-span of the live
broadcast) of communal engagement across
media between dedicated users which is
quite unprecedented.