Consumption Devices

Devices are what audiences use to consume this content. We own TVs, smartphones (iPhone, Android, Blackberry), game consoles, computers, and more recently tablet devices (iPad, Android Honeycomb Tablets).

Most recent transmedia works seem to be forgetting that affordances of new devices can also help expand and enhance a narrative. A television is home centric and encourages communal experiences; they are great for watching movies and playing games. Tablets are portable, Internet ready, and personal. These devices are also powerful enough and have screens large enough to provide an immersive gaming experience. They are great for viewing video content on the go. Smartphones are always-on, always-connect, and location aware. They are extremely personal devices. Imagine developing a narrative that requires audiences to go to and check-in at a specific location to find out more about the storyworld. How about placing a QR code somewhere in the movie. An audience could pause the movie while watching it on their tv or computer, scan it with their smartphone, and be taken to a mobile site which might tell them something they might not know about the storyworld and/or narrative.

Check out the table below to see what we think about each device categories.





Mac, PC

General use, personal, different hardware capabilities (low-end to high-end range).

Video Game Console

Microsoft Xbox, Sony Playstation, Nintendo Wii, Gameboy, Nintendo DS, Sony PSP

Joysticks/dedicated gaming hardware (input capabilities). Nintendo 3DS 3D capability.


LCD TVs: Sony Bravia, Samsung Series 7

Large screen size, high-resolution graphics


Apple iPhone, Android Smartphones (Sony Xperia Play, Google Nexus Phones, Samsung Galaxy S), Blackberry, Windows Phone

Small screen size, limited input capabilities, location awareness, portable


Apple iPad (iOS), Samsung Galaxy Tab 10.1 (Android), Motorola Xoom (Android), HP TouchPad (webOS), Blackberry Playbook

Medium screen size, limited input capabilities, portable