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Dr. Who and Mythology: Rosie Allimonos at TEDxTransmedia 2011

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    Have you ever dreamt
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    you had the power of magical flight?
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    As a child I was exposed
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    to two very beautiful
    and extensive mythologies.
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    I grew up immersed in the classical myths
    of ancient Greece,
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    and the dreamtime
    of the Australian aboriginal people.
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    So I developed an addiction
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    for grand, interconnected narratives
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    that involved magical flight
    and time travel.
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    I was inspired by these stories
    of gods, heroes and spirits,
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    facing and conquering
    terrifying monsters,
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    travelling across the landscape,
    singing the world into existence.
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    My childhood was one long road trip
    through antiquity.
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    So these stories were passed down
    to me orally
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    in the very sacred places
    where the stories took place.
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    Here I am having a family picnic
    on Mount Olympus,
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    where the Greek gods lived –
    Well, they weren't actually real,
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    but for me as a child,
    they felt so close and so alive.
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    So I learnt from a very young age
    the importance
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    of being able to elegantly
    blur fiction with reality.
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    Mythology is important.
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    Every culture has their myths
    to dream and live by.
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    Every culture has this.
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    So beyond entertainment and spectacle
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    the function of myth
    is to teach us to cope with loss.
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    But what I loved most about myth
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    is that it prevented me
    from thinking in a linear way,
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    and an ideological shift
    took place for me,
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    from the contained and finite story
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    with a very distinctive beginning,
    middle and end
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    to infinitely expanding story worlds,
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    that force you to see
    the inter-connectedness of everything.
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    So with a childhood of being addicted
    to these infinite worlds,
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    you can imagine my delight
    when jumping forward 25 years in time
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    and I've landed at this job at the BBC,
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    where I'm given responsibility
    for commissioning transmedia
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    for the BBC's most iconic show:
    Dr Who.
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    As a child when I watched Dr Who,
    I found it really scary,
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    I used to watch behind the sofa.
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    And occasionally
    I still have to avert my gaze;
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    the monsters still terrify me.
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    That's because
    the essence of Dr Who
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    has stayed constant
    across its 48-year history.
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    It's the longest running
    science fiction series ever created
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    and its longevity is due to the fact that
    it's more than just sci-fi:
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    it's an anthology show.
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    It crosses all genres
    from drama to horror to comedy
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    and it's created to thrill
    the child in all of us.
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    And of course, who doesn't want
    to take a magical time ride
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    to save the world as indeed
    the Doctor does in every episode.
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    Who is the Doctor?
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    He's a Time lord
    who travels back and forth in time
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    in a police box Time Machine,
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    tiny on the outside, massive
    on the inside, called the Tardis.
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    The first time I visited
    the Dr Who's setting in Wales,
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    it was definitely a career highlight.
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    There I was in the Tardis
    with the Doctor's sonic screwdriver,
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    amazing,
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    such is the magical sway of the story.
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    I knew I was on a set
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    but at that moment, once again,
    fiction and reality blurred
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    and I thought to myself,
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    "How fantastic would it be
    to give all Dr Who fans
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    this experience of not
    just watching the show,
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    but being able to step into this
    deep mythological space for themselves.
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    What if you could actually be the Doctor
    and save the Universe?"
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    So this is the motive
    that led us to design
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    the Dr Who adventure games.
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    In 2010 the BBC created
    17 episodes of Dr Who.
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    13 TV episodes and 4 extra episodes
    that were actually games,
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    3 hours of extra game play
    within each.
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    This has been,
    I think, a very unique moment
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    in television and transmedia history
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    to finally have this type of seamless
    TV transmedia story world integration.
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    One of my favourite moments
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    was when I took
    the game's designers to the Tardis
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    to collaborate with the show's team.
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    Charles, the game writer, asked,
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    "What's that door over there?",
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    and they replied,
    "That's your door. Take it, use it
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    do what you like with it,
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    take the Doctor to places that
    we can't take him on the telly".
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    So, in that moment, after years
    of working across the silos,
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    traditional media organisations,
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    desperately trying
    to get people to understand
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    how transmedia
    couldn't reach their stories,
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    In that moment we'd finally achieved,
    what we thought was impossible,
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    to get into the very DNA of a production
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    and create stories and characters
    on par with the rest of the franchise.
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    With these games we've managed
    to future-proof the audience
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    for the new generation of kids,
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    but also to give the die-hard fans
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    the ability to step into a Time Machine.
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    I know I've been gushing in a very
    Dr Who geeky manner right now
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    about this show.
    It's an occupational hazard!
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    But, I think all the most amazing
    and effective transmedia
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    is born out of connecting
    with your inner fan.
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    Without the feverish passion of a fan,
    you can't deliver the best experience.
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    You've got to tap into
    the collective unconscious,
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    the muse, the universe, whatever
    you want to call this unlimited energy
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    that is the origin
    of all grand narratives.
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    I tried to get to
    this non-verbal place.
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    At the core of the story, where I'm not
    thinking but feeling.
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    It's like learning a new language.
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    Once you start
    dreaming in a language,
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    you know you've finally mastered it.
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    As story-tellers we need to we need to tap
    into mythology
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    to reach into this collective unconscious
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    and tell the stories that matter,
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    the stories that help people deal
    with the secret pains of life,
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    that no one is immune to
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    the things we all have to face
    at some point of love and loss,
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    and love and loss,
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    this never-ending dance of life.
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    It's in the most recent
    episode of Dr Who:
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    the Doctor is lamenting
    his impending death,
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    for even Time lords
    can't avoid this very real pain.
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    We can use transmedia to try
    ideas out in a game space
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    before the real world
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    to understand consequences,
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    to connect with each other through
    magic travels through time and space.
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    Magical mythologies are an essential tool
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    to helping people through the cycle of life.
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    It's the perfect way to ease people
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    through beginnings,
    endings and transitions
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    in a way that leads
    to actual change in their life.
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    At the beginning of my life,
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    my mother told me stories
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    to help me cope
    with the years ahead of me;
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    of the Greek gods and how
    they dealt with life's traumas.
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    At the end of her life,
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    I told her stories that helped her
    confront her last days with courage.
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    What if we could comfort, inspire and
    encourage each other with transmedia?
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    What if we could take
    that Dr Who approach,
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    that successful recipe
    of 48 years of entertaining,
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    and find a unique way
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    to add a magical layer
    onto our very real world stories?
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    (Applause)
Title:
Dr. Who and Mythology: Rosie Allimonos at TEDxTransmedia 2011
Description:

Rosie Allimonos has pioneered the development of online drama and narrative gaming, overseeing the strategy and delivery of the BBC's most successful transmedia brands. She is currently responsible for commissioning the next generation of connected TV, mobile, online and IPTV platforms for BBC Drama, Films and Acquisitions.

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Video Language:
English
Team:
closed TED
Project:
TEDxTalks
Duration:
07:20
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