We all love stories; telling and listening to stories is one of our brain’s favourite activities and has been with us forever, we have really evolved together. The means to tell those stories have also grown and evolved alongside us, they are there for us to use, to create a fantastic story that we can immerse ourselves in and participate in.
Talking about transmedia, for us, means talking about several things that we are passionate about: on the one hand, it involves creating an environment, a varied, rich universe, full of connections; on the other hand, it implies access from different points and devices (websites, social networks, smartphones, …) and, finally and most importantly for us, that the receiver can actively participate in the story, amplifying it, immersing themselves in it and expanding it at will. The transmedia concept only occurs to someone old enough to have grown up with mono-media narratives; young people (and young adults) live immersed in transmedia on a daily basis, considering it the natural system for any communication or story, for them there is no story that is not transmedia.
The horizon opened up by an approach based on these three pillars (broad, expandable and customisable universe; multi-system access and active participation in the story) offers an almost unlimited potential not only to generate greater, more rewarding, convergent and participatory experiences, but also to introduce informative, educational, training or simply socio-cultural benefit content. If transmedia developments are an essential tool for any current communication, it is in the educational, informative and socio-cultural field where they are almost essential, leading to the acquisition of the message in an unnoticed, agile, fun, participative, very accessible and creative way. In the Antarctica Project, once again, we merge gamification with transmedia resources