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
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
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.
• 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
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
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
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.
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.
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.
Viewers
Website
Social media:
FB, YouTube
Mobile phone
TV-show
X factor No synchronous
interaction:
-no intended second
screen effect
Viewers
Website
Social media:
Facebook,
YouTube
Second screen smartphone, tablet
TV-show
Voice
First screen: TV-set
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.
In the production the use of second screen is supported:
the show is produced on TV and on the Internet simultaneously
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.
VO
ICE
TV 2
facebook livechat
facebook wall
v.tv2.dk
tv2.dk
Interplay between realtime internet and
live TV
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.
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.