Sponsor
Portland State University. Department of English
Document Type
Paper
Publication Date
5-2020
Subjects
Publishers and publishing, Young adult literature, J. K. Rowling Harry Potter series
Abstract
15 years after the publication of Harry Potter and the Philosopher’s Stone, J.K. Rowling’s magical world would be transformed into an interactive, playable website called simply Pottermore. It included all the elements that dominate successful interactive transmedia: exclusive narrative content that brought readers into the storyworld, spaces for members to create and build virtual communities, interactive gameplay, and additional forms of transmedia available for purchase. Then in 2015, Pottermore Publishing launched a major redesign of Pottermore in the face of declining eBook and audiobook sales.
By comparing and contrasting the three versions of Pottermore (Old, New, and now Wizarding World), I hoped to answer the question: why the sudden shift? Did the structure of each website offer insight into Pottermore Publishing’s strategy to sell and distribute digital editions to readers?
In order to evaluate each site’s composition, I counted each version’s webpages, then coded the webpages into four interactive transmedia modules: exclusive narrative, community space, interactive, and commerce. I concluded that Old Pottermore offered a more interactive and balanced Web interface, but the scale of the project was too large to financially sustain. New Pottermore, the second version of the website, became an endless Potter encyclopedia, while simultaneously removing almost all interactive gameplay and spaces for members to interact with one another. Although Wizarding World, the most recent version of Pottermore, has introduced new interactive and commerce modules to its website, their project could improve with the reintroduction of spaces for the fandom to rebuild the community it lost after the first redesign. Successful interactive transmedia not only includes participatory activities and interactive narratives, but provides spaces for communities of readers to engage with one another. This, in tandem with enough webpages devoted to commerce, could sustain interactive transmedia storytelling projects well into the future.
Rights
© 2020 the author
IN COPYRIGHT:
http://rightsstatements.org/vocab/InC/1.0/
This Item is protected by copyright and/or related rights. You are free to use this Item in any way that is permitted by the copyright and related rights legislation that applies to your use. For other uses you need to obtain permission from the rights-holder(s).
DISCLAIMER:
The purpose of this statement is to help the public understand how this Item may be used. When there is a (non-standard) License or contract that governs re-use of the associated Item, this statement only summarizes the effects of some of its terms. It is not a License, and should not be used to license your Work. To license your own Work, use a License offered at https://creativecommons.org/
Persistent Identifier
https://archives.pdx.edu/ds/psu/33152
Recommended Citation
Crayne, Megan, "Pottermore, A Case Study: What Publishers Can Learn About Developing Interactive Transmedia in the Post-Web Age" (2020). Book Publishing Final Research Paper. 49.
https://archives.pdx.edu/ds/psu/33152
Included in
Children's and Young Adult Literature Commons, Mass Communication Commons, Publishing Commons
Description
Paper submitted in partial fulfillment of the requirements for the degree of Master of Arts in Writing: Book Publishing.