Lostology: Transmedia Storytelling and Expansion/compression Strategies
Lostology: Transmedia Storytelling and Expansion/compression Strategies
Lostology: Transmedia Storytelling and Expansion/compression Strategies
Carlos A. Scolari
Lostology: Transmedia storytelling and
expansion/compression strategies
Abstract: The objective of this article is to analyze Lost from the perspective of
transmedia storytelling and to propose a taxonomy of transmedia expansion/
compression strategies. In the first section, the article presents the basic compo-
nents of transmedia storytelling from a theoretical point of view that combines
narratology and semiotics. After describing the most important components of
Lost’s transmedia fictional universe in the second section, the article presents a
general description and taxonomy of expansion/compression narrative strategies
based on traditional rhetorical categories. The article also analyzes “compressed
texts” – like recapitulations – and their role inside the expansive strategies.
– Movies are storytelling; you tell somebody a story. A game is interactive; you partici-
pate in some kind of an event with a lot of other people or with yourself, or with a ma-
chine. Those are two different things, and they’ve been around here forever. Games
have been here since the Greeks, and so has s torytelling.
– You don’t think that those two are going to cross over at all?
– No! Because by definition they are different – storytelling and games are two different
mediums. (Kelly and Parisi 1997)
1.1 Transmedia storytelling
1.2 User-generated contents
Even if content production by consumers has always been present in the culture
industry, the digitization process, the dissemination of graphic user interfaces –
which facilitated the handling and recombination of all types of texts – and the
advent of the World Wide Web totally changed the game rules. Digitized texts
have become malleable and susceptible to being remixed with other contents
(Scolari 2008a, 2009b). The web, especially social networks and open platforms
such as Youtube, has accelerated the viral circulation of contents around the
world. This is the breeding ground of user-generated contents.
As I’ll demonstrate in section 2.3, the borderline between user-generated con-
tents and the culture industry’s production is very porous. Contents born on the
margins may end up being taken over by large communication systems, in the
same way that the culture industry pays close attention to the prosumer’s produc-
tions and has no scruples about distributing these contents and even making a
profit from them.
transmedia stories based on how they were first conceived (hard, soft, and chewy
transmedia narratives). In this article I’ll describe the extension/compression
strategies and arrange them according to rhetorical principles.
Finally, every time scholars talk about transmedia storytelling the discourse
is centered on fictional characters and stories (Harry Potter, Indiana Jones, The
Matrix, 24, Lost, etc.). We should remember that transmedia storytelling is not just
fiction. Advertising has been a transmedia experience since the explosion of mass
media in the first half of the twentieth century, and the same can be said about
journalism in the second half. Non-fiction transmedia storytelling is still an unex-
plored territory waiting for its explorers.
century. In this article I could only map a small portion of Lost’s fictional world;
I will focus on the novels, video games, comic books and audio-visual con-
tents, especially those diffused on the web. For reasons of space many other inter-
esting contents which are very important for understanding the narrative world
of the series – such as Lostpedia2 or the Lost University3 – will not be discussed
here.
Lost generated a series of novels based on the life of some survivors of the tragic
Flight 815 from Sydney to Los Angeles, which establish strong intertextual links
with the TV show on a narrative level. These novels also include the typical flash-
backs of the series, introducing another intertextual connection, but on a discur-
sive level.
The novels are the following:
– Hapka, Cathy (2005) Endangered Species. The main character is Faith Har-
rington, an environmentalist who was on Flight 815. Throughout the story
Faith interacts with all the TV characters of the first season.
– Hapka, Cathy (2006) Secret Identity. Hapka’s second novel tells the story of
Dexter Cross, a college student who led a double life before the accident.
– Thompson, Frank (2006) Signs of Life. This book tells the adventures of Nick
Hadley, an artist in crisis who survives the Flight 815 crash. While on the
island this artist resumes his production but it becomes imbued with a sinis-
ter, apocalyptic tone. The fourth novel differs significantly from the previous
texts because of its metanarrative characteristics:
– Troup, Gary (pseudonym of Laurence Shames), Bad Twin. In the first episode
of the TV series, a few minutes after the tragic accident, an image shocked the
viewers: a survivor walking on the beach was literally sucked into the turbine
of the plane generating a blast and adding new victims to the list. Lost’s fol-
lowers discovered later that “the man of the turbine” was a writer called Gary
Troup. Among the “Easter eggs” and interpretative keys of Lost’s fictional
world we must include Gary Troup’s name, which is an anagram of the word
Purgatory.
In the episode “The Long Con” (season 2, episode 13) the manuscript of his
latest book entitled Bad Twin is found by Hugo “Hurley” Reyes in the wreckage
of the plane. In “Two for the Road” (season 2, episode 20) the text reappears in
the hands of James “Sawyer” Ford, but Jack Shephard destroys the manuscript
before he finishes reading it. Bad Twin is a novel riddled with references to the TV
show. The central character of the manuscript is Paul Artisan, a private inves
tigator hired by Clifford Widmore to find his identical twin brother, Alexander.
They are obviously rich members of the Widmore family that appears in the TV
series.
During the first season the ABC’s official website published a diary written
by a survivor never seen on TV called Janelle Granger. This weblog repeated the
pattern of the literary works mentioned above: it told the story of a survivor who
interacts with the characters already seen on the TV screen.
The creation of peripheral webs that are interwoven with the fiction that un-
folds on TV deepened with the emergence of the “official” websites of Oceanic
Airlines, Hanso Foundation, and Dharma Initiative, the latter two of which are
closely linked to the mysterious island. In November 2005, the ABC started a
weekly podcast with interviews and discussions. However, this web has always
served as a channel for legal or illegal dissemination of the episodes and other
contents like trailers, promos, recaps, and other paratexts designed to promote
the series.
But it was in the two Alternate Reality Games (ARGs) where the use of the web
actually exponentially enhanced the narrative world of Lost. The Lost Experience
was co-produced by the ABC (USA), Channel 7 (Australia), and Channel Four (UK)
at the end of the second season (2006). The game included commercials, hidden
information on the “official” websites mentioned above, videos, passwords, and
even Apollo chocolate bars (a fictional brand that appears in several episodes).
The online discussion forums were the natural setting for solving the riddles and
questions posed by The Lost Experience. The second ARG was entitled Find 815
and was implemented in January 2007, just before the start of the fourth season.
Unfortunately, a complete description of Lost’s ARGs is not possible in this
article, but if transmedia storytelling is one of the most interesting objects of con-
temporary media research, ARGs should be considered the icing on the cake
(Jones 2007; Dena 2008b; Abba 2009; Kim et al. 2009). Many of these transmedia
experiences – from the Oceanic Airlines website to the complex network of con-
tents of the ARGs – are situated in that borderland where marketing strategies
blend into fictional worlds (and vice versa). As I explained before, transmedia
storytelling is not only about fiction: cross-media experiences may be found in
journalism, documentaries, and advertising, and sometimes combined with fic-
tional narrative worlds.
Lost: Missing Pieces is a series of thirteen short videos that run for one to four
minutes, produced for mobile phones and distributed between November 2007 and
January 2008. While the original plan was to keep the logic of the novels (to narrate
the misfortunes of other survivors never seen in the TV show) after many delays
the producers decided to work with the characters already known to the public.
In these mobisodes the TV characters interact in situations that complement
what has already been seen on the small screen. This type of content can be called
interstitial (Scolari 2009a) because it fills narrative gaps that in the original story
had disappeared into the logical ellipses of the plot. As a “fill in the blanks” gram-
mar exercise, the producers created these mobisodes to fill those little empty
spaces and contribute to the construction of the general sense of the story. Except
for one of them – made with original recordings from the TV show – the rest of the
Lost: Missing Pieces mobisodes were specifically produced to be distributed on
mobile devices.
In terms of games, Lost promoted a series of products ranging from Lost: Via
Domus, a video game developed by Ubisoft in 2008 for consoles and computers,
to board games, puzzles, and trading cards (Lost: Revelations). In 2006, Gameloft
had already launched a video game for mobile phones and iPods inspired by the
TV series. From a transmedia narrative perspective Lost: Via Domus is the most
important of all the games.
Instead of “levels” Lost: Via Domus offers the player seven “episodes” that
develop over the first seventy days after the accident. The user plays the role of
Elliott Maslow, a survivor of Flight 815 never seen on the small screen. Through-
out the episodes the player/Maslow interacts with the main characters of the
series and visits different Dharma stations and places of the island well-known to
TV audiences. Maslow suffers from amnesia but has flashbacks to help him re-
build his past.
As we can see Lost: Via Domus is seamlessly integrated into Lost’s trans
media strategy as it not only brings new characters, narrative programs and rela-
tionships with other survivors but maintains the use of flashbacks, one of the
hallmarks of the TV show. In terms of its autonomy in relation to the TV series,
any player can enjoy Lost: Via Domus but obviously the fans of the TV show have
many more elements to understand the situations that arise in the game. In Eco’s
terms the players who have watched the TV show have a larger encyclopedia (Eco
1979), which permits them to better interpret and enjoy the video game. Like any
other video game Lost: Via Domus also generated an online community of users
that facilitated the exchange of experiences and tips for advancing in the game
(Jones 2008: 20).
Pardillos is a webcomic created by the Spanish student Carlos Azaustre that fol-
lows the events of Lost’s TV seasons step by step. The first webcomic was released
in 2007 after a promotional trailer that announced its arrival. The author intro-
duced his particular version of the story on the blog:
When parody overcomes fiction . . . February 30, 2004. An airplane of Naufragic Airlines
starts the Flight 3.1415 from Ibiza Island to Cuenca. The flight never arrives to its destination.
In the midst of the journey a fatal accident causes the plane to crash on a mysterious island
in the Mediterranean Sea. Fourteen survivors, including a doctor, a butcher boy-scout, a
fugitive, a spunky, a robot, a video game geek, a pregnant girl . . . will face many dangers
and will have to survive on the island.
Why “Pardillos”? The title of the webcomic is just part of the parodic spirit of the
story. In Spanish Lost is translated as Perdidos, from which we arrive to Pardillos,
the Spanish word for bumpkin, yokel. Azaustre continued the publication of his
parody on the web until 2008, when he decided to take the big step and print it.
As the publishers refused, he compiled the first season’s comics and self-released
the volume Pardillos: Primera Temporada (Pardillos: First Season). A few months
later the volume was available at major book stores in Spain. In 2009, coinciding
with claiming the prize for Best On-Line Comic at the Comic Exhibition in Madrid,
the third album was released. The forth and fifth albums arrived in 2010. By the
end of 2010 Pardillos had sold over 15,000 copies.
Pardillos is a comic in which the fictional world of Lost (its characters, their
narrative programs, the relations between them and the sequence of events trig-
gered on the island) is reinforced by a complex intertextual network of links with
contemporary Spanish popular culture. The parody is not only in the jargon used
by characters or in the transformation of their names (i.e., John Locke → Yon
Locko) but in the intertextuality that does not hesitate to poke fun at the island’s
TV show hosts and reality show contestants very well-known to the Spanish
public.
A couple of examples show this intense intertextual game. During the first
season the Iraqi Sayid Jarrah (an ex-torturer in the Republican Guard of Saddam
Hussein and telecommunications expert, represented in the comic as a robot)
meets Danielle Rousseau, the only survivor of a French expedition that sank off
the island sixteen years earlier. In Pardillos Danielle Rousseau becomes Carmen
Russo, the Italian actress that won the Spanish edition of Sobrevivientes 2006
(Survivors 2006), the reality show located precisely on a tropical island in which
contestants competed to survive. On another page of Pardillos the presenter of the
Dharma Initiative orientation video is Mercedes Mila, the host of the Spanish
ersion of Big Brother. This kind of intertextual play is found throughout the com-
v
ic and adds a further level of complexity to the narrative interpretation: to under-
stand Pardillos it is not enough to be a faithful follower of Lost, the reader must
also be steeped in Spanish mass culture and its characters. But Pardillos is not
just a comic. Every episode/season of Pardillos is introduced by a video trailer
that recaptures the aesthetic of the series, such as the original music or the fades
to black or white. Pardillos, on the other hand, leads us to question the boundar-
ies between user-generated content and the culture industry. What started as the
webcomic of a college student ended up as a product that is distributed and sold
through commercial channels.
This brief review of Lost’s transmedia contents would be even more incom-
plete if we did not mention productions like Lost: The Official Magazine or the
plastic figures of Lost characters. The company of the renowned artist Todd
McFarlane – creator of Spawn, one of the most important comics of the 1990s –
produced in 2006 a first series of characters that continued in subsequent years.
But the reader will ask at this point: But aren’t we going too far? Can we really
consider these plastic Barbie-like figures an extension of a narrative world?
2.4 Videos
In this category I include official videos – like The New Man In Charge, a nanotext
released after the last episode of the sixth season, and the deleted scenes usually
contained in the DVDs – and user-generated production. The Lost: Missing Pieces
mobisodes may also be considered part of the official audiovisual content pro-
duced by the ABC. But the richest video production from a transmedia perspec-
tive has come from the fan culture.
If describing the official transmedia narrative is often a complicated task,
then mapping the user-generated contents is downright impossible. In this sec-
tion we will only look at a tiny part of Lost’s user-generated contents, and focus
on some audiovisual formats that can be considered as classic in the social media.
2.4.1 Synchros
Lost’s narrative is very complex due to the large number of characters, the dense
network of relationships established between them and the time (flashbacks/
flashforwards) and space (within/outside the island) fractures. After a couple of
episodes the viewers must keep their cognitive encyclopedia (Eco 1979) in good
shape to be able to catch the new information coming from the screen and inte-
grate it into the interpretation process.
Some prosumers have rebuilt specific key moments of the show and edited
their own videos using a split-screen aesthetic popularized by other TV series like
Fox’s 24. Producing this kind of content is a complicated job as it requires, in ad-
dition to mastering the techniques of non-linear video editing, a careful review of
the scenes and parallel assembly by matching all of them. One of the highlights
of the series that has been most synchronized is the tragic crash of Flight 815. On
the small screen viewers learned what each character was doing at the time of the
accident after three or four seasons, but thanks to synchronized videos we can
now see what was happening simultaneously (i.e., Lost: Flight 815 Crash in Real
Time4).
2.4.2 Recaps
2.4.3 Parodies
Many prosumers love to disassemble their favorite show and remix it with other
products to create new parodic interpretations. Lost has not been an exception:
on YouTube and other video platforms it is possible to find hundreds of parodies
and mashups inspired in the post-production philosophy (Bourriaud 2002; Scolari
2008a).9 For example, in their Lost parodies the Fine Brothers breathe life into the
toy figures and remix the TV show characters with others from the world of film,
TV, and sport.10 A typical Fine Brothers’ parody usually begins with Lost charac-
ters discussing a topic – the voice-over accentuating the inflections of the real
characters – until a “foreign” character, from Harry Potter to Gandalf, Jack
Sparrow, Batman, The Joker or Michael Jordan, appears on the scene. In short,
this is the same intertextual game played by Carlos Azaustre in Pardillos but in
this case the external textual references are connected to global mass culture.
It should be noted that the Fine Brothers are not just simple prosumers but
two young film and TV professionals that produce audiovisual contents for
numerous companies. The aesthetics of their parodies, however, is marked by a
low-cost style typical of many user-generated contents. As I explained above
about Pardillos, the boundaries between the culture industry and user-generated
productions are porous and flexible.
Another parody that we must include in this analysis is La Isla Presidencial
(The Presidential Island),11 a project born in Venezuela that transforms Latin
American presidents and King Juan Carlos of Spain into castaways after a nautical
accident. In this case the Lost story becomes an excuse to take a sour look at
Latin American political leaders. Even if the intertextuality of La Isla Presidencial
is mostly related to Lost, the parody also includes many other references like Cast
Away (2000).
2.4.4 Alternate endings
Like many other blockbusters Lost has also generated user-generated alternate
endings. For example in an alternate parodic ending Chuck Norris (Missing in
Action from 1984) and the alien from Predator (1987) arrive at the mysterious
island (i.e., Lost Alternate Ending12). Other alternate endings are not so parodic
and propose a narrative extension involving the original characters of the series,
incorporating scenes from other films but maintaining a logical continuity with
the plot of the TV show. In one of these alternate endings Jack Shephard appar-
ently escapes from the island on a plane but later crashes during the landing. Jack
is “unfolded” and attends his own death: one Jack dies on the stretcher in the
emergency room while the other one goes out closing the door and his old life
behind him (Lost Season 7 Alternate end / begin13). It is worth remembering that
the first alternative endings of Lost were produced by the ABC at the end of the
fourth season to avoid the risk of possible spoilers that could reduce the impact of
the real ending.
2.4.5 Re-cut trailers
Table 1: Transmedia strategies. Classification based on time, space and character manipulations
Since classical rhetoric, the four fundamental rhetorical operations have been
addition (adiectio), omission (detractio), transposition (transmutatio), and permu-
tation (immutatio). Originally these four operations were called in Latin quadri-
partita ratio. Addition is based on the expansion of elements, omission on the
subtraction of them, transposition or transferring changes the normal order or ar-
rangement of the elements and, finally, permutation is based on the substitution
of elements. In this rhetorical context all of the strategies presented in the previ-
ous section can be rearranged into a different schema. This new schema could be
very useful for identifying not only expansion strategies but also narrative com-
pressions; at the same time, these four rhetorical operations should not be re-
duced to cross-media strategies. In other words, we can expand or compress a
narrative in the same media by adding or canceling out contents.
It is evident that the creation of interstitial contents or the expansion of the
story by including events that happened before or after the main text could be
considered an addition, in the same way that recaps or trailers are included in the
category of omission. Lost: Missing Pieces are interstitial nanotexts that expand
the diegetic world of the TV series, and parallel stories like Gary Trump’s novel
Bad Twins are also additions that enlarge the Lost fictional universe. Some spe-
cific alternate endings that continue the diegetic time of the TV series may also be
included in this rhetorical operation. Trailers, promos and recaps cancel the tex-
tual excesses to create a synthesized nanotext; this narrative operation is based
on the subtraction of elements, so they must be considered an omission.
Lost’s continuous flashbacks and flashforwards are a good example of trans-
position, which works inside different media (TV, mobile devices, novels, and
video games). If we look outside the television, the video synchronizations like
Lost: Flight 815 Crash in Real Time are also examples of transposition: these
videos show at the same time events that viewers have originally watched over
different media and platforms over the years.
Finally, the rhetorical operation known as permutation can be found in paro-
dies like Pardillos, a text based on substituting characters, companies and places
(Danielle Rousseau → Carmen Russo, John Locke → Yon Locko, Pacific Island →
Permutation Re-cut trailers – Lost: The Sitcom! Season I Intro (web video)
Mashups – La Isla Presidencial (web video animation)
– Pardillos (web/printed comic)
– Lost Parody #7 – Batman (web video)
Alternate endings – Lost season 7 Alternate end / begin (web video)
(mashups) – Lost Alternate (web video)
19 In 1970 the Groupe µ reorganized the four rhetorical operations. They renamed transposition
as omission-addition (for them it is just a succession of addition and omission operations) and,
along with addition and omission, was categorized as a substantial operation. Permutation was
categorized as a relational operation. The Groupe µ further developed this classification of rhe-
torical operations and distinguished between partial and complete omissions; simple or repetitive
additions; partial, complete, or negative omission-additions; etc. This taxonomy could be very
helpful in the future for expanding this initial classification of cross-media narrative strategies
that I have presented in this article (Groupe µ 1981).
4 Conclusions
How can we gain insight into the transmedia expansion and compression narra-
tive strategies? The proposed taxonomy permits us to analyze and, above all,
compare different transmedia narrative worlds. This analytical model, like any
other theoretical construction, can be enriched and enhanced by applying it to
other textual productions. In this context, we should not ignore the possible
emergence of new strategies that would require us to improve the taxonomy pro-
posed in this article.
Furthermore, this comparative work could help us to expand our knowledge
of transmedia storytelling into other types of narrative, such as information. Do
these transmedia strategies operate in, for example, news narrative? Only an
analysis similar to the one proposed in this article could give us an answer to this
question. The same may be said for different genres of fictional narratives: Do
these transmedia strategies change from science fiction to comedy or thrillers?
Finally, the taxonomy can be easily applied by any professional interested in
expanding (or reducing) a particular story across multiple media or platforms.
Where are the limits of transmedia storytelling? Does any paratext that has
“something to do with the mother-text” automatically finish up in the transmedia
drawer? I believe that we should begin to refine the range of our analytical catego-
ries if we really want to understand transmedia narratives. In short: not all the
paratexts that sprout around a text necessarily form part of its narrative world.
I have described how texts like the recapitulations compress the fictional
world. Should they be considered part of the transmedia textual galaxy? If we
consider that transmedia storytelling is only an expansive narrative practice,
them the recaps are automatically excluded from our analysis. However, if we
consider that many recaps are produced by users, and in some cases they open
new doors to the fictional world or introduce new textual components that ex-
pand our interpretation of the story, then they should be included in our analysis
of transmedia storytelling.
Recaps present the same problem as adaptations. According to Jenkins “it is
a matter of degree – since any good adaptation contributes new insights into our
understanding of the work and makes additions or omissions which reshape the
story in significant ways” (2009). In the case of recaps, it is also a “matter of de-
gree.” The official recaps do not usually expand or introduce new elements into
the story; however, some user-generated recaps do expand the possible interpre-
tations of the story. Finally, recaps always propose new doors into the fictional
world that allow new spectators to join the show. Therefore, it would be unwise to
take recaps off our research agenda.
This proposal may sound contradictory. From a theoretical and conceptual
perspective how can we include “compressed” texts in an “expansion strategy”?
We should distinguish between the transmedia narrative world (a network of
texts) and the individual texts. The transmedia textual network is expansive: it
spreads from the core work (the TV series in the case of Lost) out to the never-
ending production of user-generated contents. However, the texts that compose
the network can be either “expansive” or “compressed”: in the first case they
increase the narrative world by adding new situations or characters, and in the
second case, they recapitulate portions of the narrative world to create new en-
trances, occasionally generating new interpretations. From a textual perspective
it could be said that the narratives are like bellows that incorporate a double
expansion/compression movement.
Another critical borderline is located on the frontier between transmedia sto-
rytelling and transmedia branding (Jenkins 2009). The Lost Experience and Find
815 show us that the boundaries between fiction and advertising are porous. In
the same way that Lost flirts with all television genres (Jack’s flashbacks take us
to a traditional medical drama, Kate’s to a thriller, Jin and Sun’s to a soap opera,
etc.; Tous 2010) the series also narrows the gap between marketing and fictional
narrative strategies. This relationship has traditionally been expressed in the
product-placement strategy (the presence of goods within the fiction, such as
Apple or Dell computers in House, M.D. or Jack Bauer’s Nokia phones in 24) but in
Lost the fictional world is the brand (Scolari 2009a). On the other hand, we must
remember that advertising has always been a transmedia experience: the combi-
nation of channels has been a basic feature of all advertisement campaigns
throughout the twentieth century.
Nanotextualities occupy a central position in contemporary transmedia
strategies. Interstitial contents like Lost: Missing Pieces and other nanotexts gen-
erated in the transmedia environment are well suited to the fragmented and fast
consumption typical of mobile devices like iPods, iPhones, smartphones, etc. In
a society characterized by an increasingly atomized economy of attention these
nanotexts, the highest expression of the snack culture (Miller 2007), are like fish
in water.
Specifically, the Lost: Missing Pieces expand and complement general scenes
already seen on the television screen, but sometimes they also include important
keys for understanding Lost’s narrative world, for example when Jack’s “father”
tells the dog to wake his son up immediately after the plane crash (So It Begins –
released in the US on January 28, 2008). These nanotexts usually cannot be
nderstood outside the main story: they are paratexts that require a viewer with
u
a more or less profound knowledge of the mother-text. In this sense their auto
nomy is minimal. However, in some cases – such as we have just seen – the nano-
texts can provide fundamental building blocks for understanding the narrative
construction.
Two words about toy figures based on films, television series, and video game
characters: this type of cultural product has never been investigated subspecies
narrativa. Action figures are powerful narrative-construction devices. What do
children do with their Indiana Jones, Harry Potter or Star Wars Lego and Playmo-
bil figures? They tell stories. Maybe the first mashups of popular culture charac-
ters were not born on the web but in children’s domestic scenarios where Batman
and Indiana Jones fight Darth Vader in an eternal battle of injected plastic.
As Gray puts it:
The toys not only intensified several themes of the (Star War) films . . . but also allowed in-
dividual children or communities of children playing together to personalize these themes,
situating the child in the middle and as active participant . . . not just as a distanced specta-
tor . . . The toys have never been “secondary” spin-offs or coincidental: they have played a
vital role in, and thus have become a vital part of, the primary text and its unrivalled suc-
cess. (Gray 2009: 183)
Many Lost fans were disappointed with the last episode of the series. From the
beginning it was clear that not all viewers would be satisfied with the show’s
conclusion. Lost fits perfectly into a subgenre that Piglia (1991) defined as para-
noid fiction, that is, a story dominated by a conspiracy climate in the context of a
continuous interpretative delirium.20
As we have seen in Section 2.2. the interpretation of the whole transmedia
world of Lost (not just the TV show) is founded on collective intelligence. The
construction of possible worlds (Eco 1979) and the creation of narrative hypo
theses about the future development of a plot are basic elements of the inter
pretive process; Lost and many other transmedia productions demonstrate that
nowadays this interpretive process is no longer an individual activity: possible
worlds and hypotheses are built in online communities, in a technology-mediated
global discussion. This radically new situation is a challenge to traditional semi-
otic theories, which are mainly based on the individual reading or watching expe-
rience (see note 9).
In the specific case of Lost, what should be a “normal” interpretation process
has transformed into a frenetic search for the meaning of everything. Even the
most standard ellipses of the narration must be fulfilled and explained. The army
of Lost fans has developed an interpretive horror vacui: the dynamics of the plot
spread a paranoid epidemic in which the consumers are always looking for new
clues, hidden codes, and puzzles to solve from one coast to another of Lost’s
transmedia fictional world. From their perspective Lost is a complex network of
Easter eggs waiting to be deciphered. Paranoid fiction.
If anything characterizes transmedia narratives it is that they tend to drag on
into eternity and it is almost impossible to stop them. As much as J. J. Abrams and
his team of writers have tried to finish it, Lost’s narrative engine is still working.
Transmedia storytelling teaches us that if producers don’t want, don’t know or
can’t generate new contents, prosumers will create and distribute them. You don’t
like Lost’s ending? Create your own The End. DIY: Do It Yourself. In this context
the new seasons of Lost are being cooked up in the social networks, in the conver-
20 In principle, we will deal with two elements, both in form and content, to define the concept
of paranoid fiction. One is the idea of threat, the enemy, the enemies, the persecutor, the perse-
cutors, the complot, the conspiracy, all that we can weave around this paranoid awareness,
which is expanding this idea of the threat as a piece of that awareness.
The other important element in the definition of this awareness is the interpretative delirium,
that is, the interpretation that erases the chance, to consider that nothing is accidental, that
everything is due to a cause that may be hidden, which is a kind of encrypted message “directed
to me.” (Piglia 1991)
Translated into semiotic terms, Piglia’s paranoid fiction is very close to Peirce’s and Eco’s
unlimited semiosis. This invitation to unlimited semiosis and interpretive delirium is a
characteristic of mastermind narrations (Clarke 2009: 124–126).
sations of their fan tribes that continue the debate about alternative endings and
hypothetical spin-offs that make them dream of a Seventh Season.
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Bionote
Carlos A. Scolari (b. 1963) is a professor at the Universitat Pompeu Fabra
〈[email protected]〉. His research interests include semiotics of inter-
faces and HCI, theories of digital interactive communication, media ecology, and
transmedia storytelling. His publications include “Digital Eco_Logy: Umberto
Eco and a semiotic approach to digital communication” (2009); “Desfasados: Las
formas de conocimiento que estamos perdiendo, recuperando y ganando” (2009);
“The sense of the interface: applying Semiotics to HCI research” (2009); and
“Media ecology: Map of a theoretical niche” (2010).