Showing posts with label storyworld. Show all posts
Showing posts with label storyworld. Show all posts

Friday, 20 January 2017

The Complex Storyworld of Buffy the Vampire Slayer

Creating a bond of loyalty between audiences and the media they consume has always been a high priority within the entertainment industry. It is what brings audiences back at the same time each week or, more relevantly to today's audiences, encourages them to watch numerous episodes of a show over twelve consecutive hours. The use of complex storyworlds may well be a popular method employed by media producers to forge a certain level of fan loyalty, but it is also very much something that is mutually beneficial to both parties involved. With reference specifically to the popular cult television show Buffy the Vampire Slayer (1997), this essay will look at the relationship between media producers and media consumers. It will look at how media producers used the complex storyworld device to ensure fan loyalty. It will also discuss how other components aside from the use of the complex storyworld helped contribute to the popularity of Buffy the Vampire Slayer; for example, the use of transmedia storytelling, and Joss Whedon's involvement with the Buffy the Vampire Slayer fandom.  


Herman (cited in James 2015) explains that the notion of storyworlds is a more accurate way to better account for the deeply engaging potential of narratives, rather than the simple concept of the story itself. He goes on to say (James 2015, p. 209) “... Storyworlds foster a range of responses from readers, including sympathy, identification, and evaluation, corresponds with my more specific claim that storyworlds can cultivate greater environmental understanding by fostering emotional connections between readers and narrators/characters.” By using storyworlds, media producers can forge a powerful emotional connection between an audience and a specific text, and thereby create a strong sense of loyalty, as audiences become emotionally invested. The direct link between narrative and empathy (Nussbaum 1997) is one that is exploited by media producers to gain fan loyalty.  Running in tandem with this is the notion of transmedia storytelling, with media expanding not just in terms of seasons and episodes, but across the spectrum of video games, comic books, websites etc., which builds a more complex storyworld for an audience to be invited into (Hilmes 2012). The use of tie-in games, books, webisodes etc. helps to bring different aspects of the storyworld to the foreground, and allows audiences to explore a universe previously seen on television in a whole new way, interacting with it as if they were participating in this fictional universe (Mittell 2015), which in a sense they are. Gray (2009) talks about the way that shifts in our technology impact on the way that audiences interact with texts, and that even though this huge transmedia expansion may appear daunting to audiences not specifically in the loop, those who are willing to invest their time and effort are rewarded with larger and more complex storyworlds than ever before.  


Media producers design and target their brands in a highly specific way in order to encourage a lasting and emotional investment in their products from their audiences (Vellar 2009). They aim to construct a loyal audience, an audience which is engaged with the brand emotionally, actively, and purposefully. Media producers and advertisers have been quick to spot the commercial potential offered by such fans. Their loyalty as consumers of these texts can have a significant impact on the way a particular media product, and its associated branding, is received (Slade et al. 2015). This seems to chime with what Jenkins (2006, p.20) describes as the ideal consumer: “active, emotionally engaged, and socially networked.” Jenkins (2006) then goes on to discuss how this new type of consumer is renegotiating the relationship between producers and audiences, as these new engaged audiences push through the boundaries between producer and consumer. They pursue the idea of inviting themselves into the lives of the franchises they are engaged with, and actively participating within these pieces of media.  As the technology used to create, distribute and engage with film and television shows evolves and changes, the opportunity to create a vast and complex storyworld becomes clear (Dowd 2015).


The more complex the narrative and the storyworld, the more there is available for viewers to engage with. As complex narratives have demonstrated via a wide variety of examples (Dr Who (2005), The Walking Dead (2010), Game of Thrones (2011), Buffy the Vampire Slayer etc.), viewers will actively engage with challenging narratives, which has prompted producers to try out more varieties of transmedia storytelling (Mittell 2015). Using these complex storyworlds, media producers have found that by splitting transmedia narratives into different components, the narrative can be spread out across different platforms, such as through board games, video games, books etc. which in turn has allowed media industries to build upon a profitable foundation. Jenkins, Ford and Green (cited in Booth 2015) all describe this division of narrative as a way to prolong the audience's engagement with media texts, which allows media producers to continuously expand upon storyworlds. Jenkins, Ford and Green go on to emphasise the importance of the relationship between producers and consumers, as the success of these transmedia franchises rests solely upon a sometimes fragile audience loyalty. Fans have the capacity to dictate their needs and wants to producers; after Buffy the Vampire Slayer ended its run on television, it was then continued in a series of comic books, and Star Trek was saved by active fan campaigning (Dowd 2015).


Fan loyalty, when strong enough, will see consumers of a piece of media seek to continue to engage with a show long after it has been taken off air. Therefore it is clearly in the interests of media producers to achieve this level of engagement in order to fully gain the benefits of a loyal audience (Kirby-Diaz 2009). This knowledge of post-show engagement is recognised and manipulated by the media industry, as Harrington (cited in Williams 2015) explains: because continuation - be it official or unofficial - is often sought after by media producers, any kind of closure for fans in a show directly contradicts its potential for afterlife. Media producers will promote fandom as a way to ensure the maximisation of profits from this dedicated segment of the audience (Livingstone 2002). As Williams (2015, p.18) explains, “Fandom [is also] actively encouraged as it provides a lucrative market, with fans acting as media consumers whose spending contributes to the economic and symbolic power of the producers.” Producers will also create online sites and other marketable opportunities in order to initiate fandom and wider fan engagement, such as The Bronze, a forum created by producers of Buffy the Vampire Slayer which debuted a few months after the show aired. And LucasFilm hosted a fan video competition, where fans were encouraged to make their own Star Wars films from a selection of images, music and sounds which were provided to them (Canavan and Link 2015).


To encourage a high level of fan engagement, a complex storyworld offers an endless world of possibilities. This is what Hills (2002, p. 137) refers to as hyperdiegesis, or “the creation of a vast and detailed narrative space, only a fraction of which is ever directly seen or encountered within the text, but which nonetheless appears to operate according to principles of internal logic and extension.” For hyperdiegesis to operate within a piece of media there needs to be a wide enough scope to allow the world to expand without contradiction (Smith 2009). Creating the feeling of a vast fictional world, with a deep history and unexplored ideas, inspires a cult audience. These details invite a fandom to take this fictional world and develop it further, investing their time, effort and emotional engagement in order to make the world more real (Gwenllian-Jones and Pearson 2004). Hyperdiegesis is now frequently used to extend the storyworld through the use of what Hilmes (2013, p. 401) calls “transmedia migration.” In other words, the production of comic books, video games or novels etc., is used to extend the universe and tell the story further, thus encouraging the audience to remain engaged with a text through means other than simply watching a one-hour episode once a week, and so moulding them into Jenkins’ active, rather than passive, viewer.


The internet has proven to be an incredibly valuable asset for the preservation of an active fandom, a tool which is used in conjunction with the hyperdiegesis of a piece of media. Websites and forums dedicated to the shows are widely used by fans and allow them to discuss fandom related topics, such as conventions or new episodes, or in the case of a discontinued show, new pieces of work taken on by the actors (Kirby-Diaz 2009). Loyal fans will seek out the actors of their favourite characters in other pieces of work. In the case of Buffy the Vampire Slayer, despite the show having been off the air since 2003 fans continue to engage in fandom through the appearances of the actors in other shows and films. For example, when Alyson Hannigan (Willow) and Alexis Denisof (Wes) appeared together in a film, post-Buffy the Vampire Slayer, fans of the show took to a reddit forum and posted, “Willow and Wes are in marriage counselling!”. For these fans, their favourite characters do still exist, and continue to function, but just in a different world (Slade et al. 2015). Given the vastness of the Buffy the Vampire Slayer universe, the concept of the characters of Willow and Wes being transported to an alternate dimension in which they are married and attending counselling together is entirely within the realms of possibility for the fans (Gischler 2015).  


A fan base which produces its own creative content, such as fan art or fanfiction, means that its members are less likely to be alienated by storytelling choices made by a piece of media. If their favourite character gets killed off, or a particular “ship” (romantic relationship between two characters) is broken up, for example, they can live out their desires through seeking out fanfiction to relieve frustration over a particular event (Kirby-Diaz 2009). Recent studies have shown that television show creators implicitly encourage the production of fan fiction through the use of subtext in a show (Willams 2015). For the fans of Buffy the Vampire Slayer, fan fiction is still very much alive. A decade after the series came to a close, fans are still rewriting the finale, and going back over previous episodes with new characters and new endings. As Stuller (2013, p. 42) explains, “For creative fans and committed shippers, fan fiction continues the interaction - the dialogue, the conversation, the story - between the characters and the fan. The sharing of fan fiction - writing it, reading it - expands and deepens the fan community.” The use of fan fiction within fandom gives the fans ability to pick and choose what they can consider as canon (Frankel 2015). For example, today there are twenty two thousand, three hundred and seventeen search results available on popular fanfiction site Archive of Our Own for Buffy the Vampire Slayer related fanfiction. When pitted against another television show, such as Desperate Housewives (2004), which did not employ all the same techniques as Buffy the Vampire Slayer (transmedia storytelling, showrunner and fan interactions, complex storyworld to the same degree etc.), the disparity in fan loyalty becomes clear as it only returns one hundred and sixty two results.  


Buffy the Vampire Slayer skilfully continues to engage its audience and maintain their interest in the show by employing the use of strategic narrative deferral (Ravel cited in Negra 2006).  The “endlessly deferred narrative”, to quote Hills (2002, p. 35), is a defining feature for cult texts, and a successful indicator of engaged fandom is the existence of fan culture, such as fanfiction, fan art or fan videos (Kirby-Diaz 2009). The utilisation of the internet has proven itself to be an extremely important factor in the creation of this level of commitment, and shows with particularly complex storyworlds appear to thrive best. Fans will attend conventions in the real word but, more importantly, are likely produce their own fan culture through the use of the internet, as it is the perfect space for fan expression (Macnaughtan 2011). This is more important because such expression has more longevity to it and has the potential to be shared from platform to platform. The use of the complex storyworld proves effective because it seemingly gives fans what appears to be an endless list of possible avenues to explore. Thompson (2003, p. 98) explains how Buffy the Vampire Slayer “provides a model of how modern media interact to generate potentially endless narrative material from a single basic situation.”


A narrow audience is something that producers strive to avoid, as such audiences threaten the commercial interests of the media producer by closing off potential consumers, but the notion of a narrow audience also threatens to stunt the growth and maturation of the text (Smith 1999). To avoid the possibility of a narrow audience, producers can invoke the complex storyworld in order to appeal to a multitude of audiences. Cult shows were often distinguished by the way they amalgamated various characteristics in one place, interweaving horror and suspense with comedy, and interrupting the narratives with non-diegetic aspects such as song and dance routines. All of this can easily be found within Buffy the Vampire Slayer. While these techniques were found in other shows that displayed post-modern dispositions, Buffy the Vampire Slayer, and other cult shows, differed through the way in which they acknowledged fan opinion and sensibilities and then incorporated them into the overall design of the show (Harrison 2010). Buffy not only tried to appeal to a wider audience through genre combining (horror fans, comedy fans, Joss Whedon fans etc.), but the writers also aimed to give hardcore viewers a sense of exclusivity, therefore strengthening the loyalty of the fanbase, as they felt they were being rewarded and their opinions were being taken seriously.   


Buffy the Vampire Slayer managed to combine transmedia and complex storytelling, which allowed it to become incorporated into various aspects of its audience's lives (Short 2011). The Bronze, the previously mentioned Buffy the Vampire Slayer forum, allowed a space for fans and writers to interact, and Joss Whedon, creator of Buffy the Vampire Slayer and the show’s spin-off Angel (1999), became exceedingly well known for frequenting this forum  - as well as many others across the internet - to discuss and weigh in on fan debates, and he has even referenced fan contributions in his work (Bacon 2012). To expand upon this, Leavenworth and Isaksson (2013, p. 39) explain that, “Transmedial storyworlds generate large fandoms and intense fan activity and weaken the authority traditionally associated with an originator of work.” This is true within Buffy the Vampire Slayer, not in the sense that the transmedia aspects and intense fandom have weakened its authority, but that because of increased interaction between fandom and show runners, the lines have become blurred.  


Whedon's continuous and painstaking commitment to continuity and hidden “easter eggs” within Buffy the Vampire Slayer is cited by Havens (2013) as the reason for such a strong fan loyalty towards the show. Transmedia storytelling and complex storyworlds go hand in hand here, as a world so expansive allows itself to be explored in many forms. Even after seven seasons of Buffy the Vampire Slayer, it spawned a series of transmedia products which could explore many facets of the show that had not yet been shown in the television series. Season eight and season nine took place in comic book form, which allowed the show to continue to grow (Stuller 2013). In this situation, however, it is important, as Scott (cited in Delwiche 2013) explains, to have an authoritative figure to connect the dots on the transmedia storytelling front. Sales of Buffy the Vampire Slayer comic books went up considerably after Whedon anointed them as season eight, and therefore became a canon with the events of the seven seasons of television.


In conclusion, media producers have always sought to create a long lasting and emotional bond with their fans. Ensuring that their audience has an emotional investment in their show is beneficial for their financial gain. It means that they can branch out into other areas of storytelling, such as video games, comic books, tie-in novels, action figures etc., and there will be an audience ready and waiting to engage with it. The utilisation of complex storyworlds is an intelligent way to ensure fan loyalty, as it is easier for the transmedia storytelling to tie into the overall story. Exploring aspects of the world that have been mentioned in the core text but are not yet fully realised means that highly invested fans gain the opportunity to engage with the text in a deeper way, but not at the expense of alienating the casual viewer. Complex storyworlds do not immediately guarantee fan loyalty and success, however - there are many other factors to take into account. In the case of Buffy the Vampire Slayer, this was a combination of many things: the complex storyworld, the transmedia elements, the involvement of Joss Whedon with the fans, and of course the Buffy the Vampire Slayer fandom feeding itself with fan art, fan videos and fan fiction.



References
ARCHIVE OF OUR OWN., 2016. Buffy the Vampire Slayer. [online]. [viewed 23 February 2016]. Available from: https://archiveofourown.org/
BACON, J., 2012. The Art of Community: Building the New Age of Participation. USA: O’Reilly Media Inc.
BOOTH, P., 2015. Game Play: Paratextuality in Contemporary Board Games. New York: Bloomsbury Publishing.
CANAVAN, G., LINK, E., 2015. The Cambridge Companion to American Science Fiction. New York: Cambridge University Press.
DELWICHE, A., 2013. The Participatory Cultures Handbook. New York: Routledge.
DOWD, T., 2015. Transmedia: One Story - Many Media. Burlington: Focal Press.
FRANKEL, V., 2015. The Comics of Joss Whedon: Critical Essays. North Carolina: McFarland & Company Inc.
GISCHLER, G., 2015. Angel and Faith Season 10. United States: Dark Horse Publishing.
GRAY, J., 2009. Television Entertainment. New York: Routledge.
GWENLLIAN-JONES, S., PEARSON, R., 2004. Cult Television. Minneapolis: University of Minnesota Press.
HARRISON, C., 2010. American Culture in the 1990’s. Edinburgh: Edinburgh University Press.
HAVENS, C., 2013. Joss Whedon: The Genius Behind Buffy. Texas: BenBella Books.
HILLS, M., 2002. Fan Cultures. London: Routledge.
HILMES, M., 2012. Network Nations: A Transnational History of British and American Broadcasting. New York: Routledge.
HILMES, M., 2013. Only Connect: A Cultural History of Broadcasting in the United States. United States: Cengage Learning.
JAMES, E., 2015. The Storyworld Accord: Econarratology and Postcolonial Narratives. Nebraska: University of Nebraska Press.
JENKINS, H., 2006. Convergence Culture: Where Old and New Media Collide. New York: New York University Press.
KIRBY-DIAZ, M., 2009. Buffy and Angel Conquer the Internet: Essays on Online Fandom. North Carolina: McFarland & Company Inc.
LEAVENWORTH, M., ISAKSSON, M., 2013. Fanged Fan Fiction: Variations on Twilight, True Blood and the Vampire Diaries. North Carolina: McFarland & Company Inc.
LIVINGSTONE, S., 2002. Young People and New Media: Childhood and the Changing Media Environment. London: SAGE Publications.
MACNAUGHTAN, D., 2011. The Buffyverse Catalog: A Complete Guide to Buffy the Vampire Slayer and Angel in Print, Film, Television, Comics, Games and other Media. North Carolina: McFarland and Company Inc.
MITTELL, J., 2015. Complex TV: The Poetics of Contemporary Television Storytelling. New York: New York University Press.
NEGRA, D., 2006. The Irish in Us: Irishness, Performativity, and Popular Culture. London: Duke University Press.
NUSSBAUM, M., 1998. Cultivating Humanity: Classical Defense of Reform in Liberal Education. USA: Harvard College.
SHORT, S., 2011. Cult Telefantasy Series: A Critical Analysis of the Prisoner, Twin Peaks, The X-Files, Buffy the Vampire Slayer, Lost, Heroes, Doctor Who and Star Trek. North Carolina: McFarland & Company Inc.  
SLADE, A., NARRO, A., GIVENS-CARROLL, D., 2015. Television, Social Media and Fan Culture. London: Lexington Books.
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STULLER, J., 2013. Buffy the Vampire Slayer. Bristol: Intellect Books.
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Friday, 13 January 2017

The Blair Witch Project and Transmedia Storytelling

Media creators have discovered that expanding the universe their story takes place within helps to feed loyal fans’ thirst for an even deeper involvement with their work. Fans who actively engage with a narrative text want to see more of it and to be part of it, and content creators can achieve this by including extra components in their storytelling: for example, characters’ Twitter accounts, fictional business websites, email addresses that fans can write to and even sometimes receive a reply from etc. (Philips 2012). Transmedia is the technique of telling a story through various platforms simultaneously, and the way that media creators have approached this idea has expanded and evolved, due in part to the ever-expanding platform of the internet. The Blair Witch Project (1999) is often associated with the beginning of transmedia as a concept, as the film’s viral marketing campaign teasingly played on the ambiguity surrounding whether the story was real or fake through devices such as The Blair Witch website. This essay will analyse how The Blair Witch Project told its story successfully through the use of transmedia, and how these various transmedia aspects had an impact on the way in which the narrative was presented and engaged with.


McKee (1998) states that investing time and energy into developing backstories for narratives is a waste of time. He argues that if the backstory is as good and as well developed, why not just tell that story instead? But looking at how contemporary storytellers, such as J. J. Abrams and Damon Lindelof, have approached the way they present a narrative, they appear to have taken McKee’s argument and gone in the opposite direction. With the use of parallel and non-linear timelines, ‘multi-verse’, and grand narratives with expansive characters arcs, the age of the backstory and the complex storyworld is in full swing (Pont 2013). The idea here is to create a world in which fans of a piece of media text can become fully immersed, and creators can achieve this through transmedia.


Jenkins (2006) explains how the concept of transmedia first made its way into the mainstream dialogue in 1999, following the huge success of the small-budget, independent film The Blair Witch Project. Jenkins (2006) states that to consider The Blair Witch Project as “only” a film is to miss out on the bigger picture. The Blair Witch Project cultivated a huge fan following a year before the film even made it to release. It did so by utilising the internet as a platform to create the universe in which The Blair Witch Project would take place. Through the website fans learned more about the Burkittsville witch and the disappearance of the film crew (Heather Donahue, Joshua Leonard and Michael Williams), which would then go on to act as the basis for the plot of the actual The Blair Witch Project film. The website contained valuable information from the documentation of various witch sightings over the past few centuries - most of which were not even directly referenced within the film, but instead simply formed the foundation that would act as the backdrop for the film’s action.


In terms of transmedia assessment, it is important to analyse the audience that content creators are trying to engage with. Audience plays a key role in transmedia storytelling - if the audience does not engage, then the fundamental success of the text is in jeopardy. Fiorelli (2015) identifies three core types of audience: the “passive” audience, who are merely spectators; the “shares”, who aid the spreadability of a transmedia narrative; and the “prosumers”, who go beyond simple engagement and actively contribute to the narrative, thus expanding and developing it. The Blair Witch Project nurtured the fan culture through the use of the website, which also helped to spark a debate on the authenticity of the events depicted within the film. Curious fans were encouraged to investigate beyond the website and engage in discussions on forums, therefore fulfilling the definition of “avid spectators” (Turner 2015).
The success of The Blair Witch Project can be attributed in part to the audience’s uncertainty over whether or not the story was fact or fiction; this was encouraged by the filmmakers, who put their efforts into constructing a universe that was as real as possible. The Blair Witch Project was hardly the first film to use a website as a tie-in, but the difference this time around was that there was nothing on the website to indicate that The Blair Witch Project was even a movie; instead, the subject was treated as if it were based on actual events. The website, far from being a simple promotional vehicle - something which audiences had seen before and were accustomed to - had effectively become a continuation of the film’s narrative universe.    


Through the innovative use of the website, what The Blair Witch Project achieved was to make the marketing aspect so integrated within the core narrative that the marketing itself became just as compelling and interesting for fans to engage with as the actual film itself (Wilson and Unruh 2008). The website continues the narrative of the main text, and picks up where the film left off with the police searching for the missing students. The website also offered key character development themes which were absent from the film and included, for example, aspects such as excerpts from Heather Donahue’s journal. The diary entries covered topics such as her obsession with The Blair Witch, her insecurities about being a female director with a male crew, and her ever growing fear and paranoia (blairwitch.com 2016) - both of which are present in the film.  


Prior to its cinematic release, The Blair Witch Project relied heavily on the use of transmedia storytelling through its marketing campaign. A series of advertisements in college newspaper and in magazines with younger readers (such as Rolling Stone), television advertising on channels like MTV, and “missing” posters depicting the unknown cast of the film: all came together to perpetuate the movie’s seemingly ‘true’ aspect. Cairn (cited in Higley and Weinstock 2004) explains that, although the offline campaign executed by The Blair Witch Project is often overlooked in favour of analysis of the online campaign, the offline campaign was in fact a huge player in the success of the film’s transmedia marketing. The posters, the television spots and the magazine adverts tied together to perpetuate the story of the disappearance of the three students, and encouraged audiences to visit the website to find out more. And although the website was the main destination, the offline campaign was also highly integrated with the main narrative. It was at this point that word-of-mouth marketing took hold, thanks to the buzz that was generated through the various multi-platform marketing efforts.


After the release of The Blair Witch Project, efforts continued to be invested in the narrative universe that they had created, which was developed through the use of other narrative texts and which therefore added to the, already, layers of believability.  In August 1999, Oni Press released a one-shot comic - which was simply titled ‘The Blair Witch Project’ - which tied into the main narrative of the film. The publication featured three short stories which elaborated on the mythology of The Blair Witch. In September 1999 a book was then also to follow, The Blair Witch Project: A Dossier. This especially continued to build on the film’s “true story” angle: the book contained more information about the three missing students, interviews with people, photographs, fake police reports and even newspaper articles which treated all of the events related in the film as true to life fact. From 2000 to 2001 eight young adult novels were released, which featured the fictional cousin of Heather Donahue, who investigates the mysterious circumstances surrounding the disappearance of the students. These novels all go on to explore and elaborate upon the expansive mythology that has been so skilfully constructed. Many other platforms saw the narrative continue to be explored, from comic books to novels, video games to soundtracks, as well as film sequels. All of these platforms gave audiences a chance to delve a far as they wanted to into the universe of The Blair Witch Project.


The Blair Witch Project has continually been cited as a significant transmedia phenomenon (Mathijs and Sexton 2012). From before its release to after the film hit the big screen, The Blair Witch Project wholeheartedly embraced the notion of transmedia storytelling, and committed fully to the creation of a narrative universe in which audiences could become completely immersed. Thanks to its proponents’ devotion to generating a storyworld which could be considered as “real” by many audiences, The Blair Witch Project as a film emerges as only one small aspect of the story as a whole, from its marketing campaign to the multi-media platforms that the narrative continued to be explored upon.



References.
BLAIR WITCH PROJECT, 2016., The Blair Witch Project. [online]. [viewed 22 April 2016]. Available from: http://www.blairwitch.com/
FIORELLI, G., 2015. Transmedia Storytelling: The Complete Guide. [online]. [viewed 22 April 2016]. Available from: http://www.stateofdigital.com/complete-guide-transmedia-storytelling/  
HIGLEY, S., WEINSTOCK, J., 2004. Nothing that is: Millennial Cinema and the Blair Witch Controversies. Detroit: Wayne State University Press.
JENKINS, H., 2006. Convergence Culture: Where Old and New Media Collide. New York: New York University Press.
MATHJIS, E., SEXTON, J., 2012. Cult Cinema. Hoboken: Wiley-Blackwell.         
MCKEE, R., 1998. Story: Substance, Structure, Style, and the Principles of Screenwriting. United States: ReganBooks.
PHILIPS, A., 2012. A Creator’s Guide to Transmedia Storytelling: How to Captivate and Engage Audiences across Multiple Platforms. United States: McGraw Hill Professional.
PONT, S., 2013. Digital State: How the Internet is Changing Everything. London: Kogan Page Limited.
TURNER, P., 2015. The Blair Witch Project. Columbia: Columbia University Press.

WILSON, E., UNRUH, W., 2008. The Art of Memetics. [online]. [viewed 22 April 2016]. Available from: https://archive.org/stream/TheArtOfMemetics/TheArtOfMemetics_PirateEdition#page/n5/mode/2up