Audience
The character of Batman is an established
property that originated in comic books. There is an equally well-established
fan base with fans of the comics, the
franchise and additional
Christopher Nolan and
Christian Bale fans. Devoted fans indulge in a culture of
fandom which might involve
sharing their interest with other fans on
forums and
message boards. These groups are called
communities. These fans are sometimes called '
fanbois' or fan boys. There are also fan girls too. The marketing departments like to get these
fanbois talking because their
conversations create
online word of mouth and an
internet buzz which is very useful in creating
awareness of a film.
TDK and TDKR targeted the dedicated fans and got them
immersed in a '
Batman Universe' through
cross-media storytelling (or
transmedia storytelling). Fans were encouraged to
participate and
interact in an unprecedented way. A
content marketing campaign drip-fed them teasing material that they
shared,
discussed and
interacted with. Fans were given puzzles or
enigmas to
problem-solve (often
collaboratively) and were rewarded with
images,
trailers or other new
content. A highly
immersive campaign by
42 Entertainment created an
alternate reality where fans could
suspend their disbelief and live the fantasy of
Gotham City.
The infinite possibilities of the
worldwide web allowed
42 Entertainment to develop a
complex narrative that branched off in numerous directions and
hooked fans so that they desired to find out more and more, almost like a media
addiction. Fans could browse
micro sites and read, watch and listen to Batman material that was
detailed and
coordinated (
synergy). Fans could
interact with characters, go on
scavenge hunts, create their own content (
user generated content) and even take
collective action (e.g.
Dentmobiles).
Viral marketing and
social networking combined to
spread the word. The campaign created a blurring between the
real world and the
fantasy world of
Gotham City where
artefacts (such as
The Gotham Times and the
Joker Phone)
from the fantasy world seemed to find their way into the real world. Some fans even
role-played the parts of characters and sent photos or videos of themselves to be uploaded to
official sites.
Intertextuality between the pre-release campaign and the movie itself, enabled fans to spot
connections between the marketing content and related content in the movie.
Technology, marketing and audience
TDK and TDKR used
official sites (e.g. thedarkknightrises.com) for the normal film viewer and
micro sites (e.g. whysoserious.com and ibelieveinharveydent.com) for the devoted fans. The
micro sites did not give traditional movie website information like cast and crew; these sites seemed to be from the
alternate reality of Gotham City and therefore tried to disguise themselves as
non-fictional websites. Characters like
Harvey Dent and
The Joker also seemed to become real and even
interacted with fans by
telephone and
email after fans supplied contact details. Fans could
align themselves with a particular character and show their support by following instructions and taking action in the real world. More than
ten million people from around the globe became participants in the campaign.
The websites did far more than reveal important information about characters and plot. They mirrored our own world with seemingly trivial content like
advertisements for Gotham City businesses. Often though, the seemingly trivial detail actually held something of interest for the fan willing to look closely and were
intertextual. Games on the sites enabled participants to
unlock new material. However,
The Joker seemed to be carrying out his own
cyber war on the websites, creating alternate sites (e.g.
ibelieveinharveydentoo.com) and vandalising ('
Jokerizing') other people's.
The marketing campaign was
multi-
channel (web, print, telephone, text, email, video, audio etc) and
multi-platform (PC, smart phone, TV, games console etc).
New media technologies allowed fans to engage in
2 way interaction with the
alternate reality, increasing
immersion.
Old media technologies (cinema trailers, TV spots, billboard posters, magazine advertisements etc) still operated and helped to raise awareness among more casual cinema goers.
Promotional partners and
merchandise tie-ins also helped to target potential viewers who did not fit into the
marketing demographic of the fanboi.
Jenkins on transmedia storytelling (cross-media storytelling)
1 Each
medium (e.g. print or web) makes its own unique contribution to the storytelling process.
2
Consolidation - Time Warner will try to spread its Batman franchise across as many media platforms (e.g. movie, comic, TV show) as possible.
3 It is a process of
world building.
4 The movie story can be
extended.
5 New
audience segments can be targeted.
6 Ideally, each new part of the story should be
accessible on its own (this isn't the case with TDK).
7
Coordination or
synergy is desirable to ensure the different parts of the story match up.
8 Our modern social structures where we
converse,
share and
collaborate freely are ideal for transmedia storytelling.
9 We can physically involve ourselves in the story - e.g.
role play.
10 We can 'fill in the gaps' ourselves - e.g
fan fiction.
Jenkins on types of convergence
Technological - the
digitisation of media content allows it to be found in one place; on the web. This content can be accessed using a variety of different
platforms (devices).
Economic - the
horizontal integration of
Time Warner means that it has media interests in
film,
television,
print,
games,
internet and so on. This allows the
corporation to use
transmedia storytelling and
synergy.
Social - the devices that we use that can access media content have increased (e.g. PC, smart phone, tablet, games console etc.) allowing
consumers to
multi-task. This means that a Batman fan could be accessing several different parts of the TDK campaign at once, either on the same device (e.g. multiple pages open on Windows) or on several devices. As
producers become more skilled at
transmedia storytelling they will use the most effective
media channel to communicate each strand of the
narrative.
Cultural - modern devices are
tools that allow consumers to be
creative (e.g. you can film on a smartphone and upload the video to youtube). This meant that Batman fans could
interact with the campaigns and upload their own material to 42 Entertainment's website, thus becoming part of the
transmedia story.
Global -
Time Warner is an
international company and can
adapt its marketing material for a variety of international markets at very low additional cost (e.g. changing the text on a trailer into different languages or over dubbing the actors' voices). The
themes of the Batman films are
universal and appeal to a
wide global
audience.
Ownership
For an ownership question you can always consider how
42 Entertainment marketed the films.
Warner Bros funded (TDK budget $185m, TDKR budget $230m)
and
distributed the films - how does being a
major film studio make film funding easier than in the UK? How does a
major distributor market a film compared to an
independent UK distributor?
The co-producers of the films were
Legendary Pictures (USA),
DC Entertainment (USA) and director Christopher Nolan's own company,
Syncopy (UK). Don't forget that these films can be classified as a US/UK co-productions and that Christopher Nolan is English as is Michael Caine. Christian Bale is Welsh. Other cast and crew are also from the UK. Why are co-productions beneficial for the US and UK film industries?
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