Johnny Mnemonic (film) - Transmedia Presence and Promotion

Transmedia Presence and Promotion

I've never been comfortable with the marketing of my art ... but the nature of commodification sometimes requires my presence. In this case, I thought that the gentlemanly thing to do was to oblige them and go on-line. With the treasure hunt, it seemed to me that that is Sony trying to explore the landscape. It's not the users exploring cyberspace, it's Sony saying, 'Is this what we can do?' So I thought it was kind of cute.

“ ” Screenwriter William Gibson as quoted by the Los Angeles Times

Johnny Mnemonic was touted with pride by Sony as a film project of unparalleled corporate synergy. Simultaneous with Sony Pictures's release of the film, its soundtrack was released by Sony subsidiary Columbia Records, while the corporation's digital effects division Sony ImageWorks issued a CD-ROM videogame version for DOS, Mac and Windows 3.x. The Johnny Mnemonic videogame, which was developed by Evolutionary Publishing, Inc. and directed by Douglas Gayeton, offered an innovative interface and 90 minutes of full motion video storytelling and puzzles. A Mega-CD/Sega CD version of the game was also developed, but never released despite being fully completed. This version was eventually leaked on the Internet many years later. A pinball machine based on the film designed by George Gomez was released in August 1995 by Williams.

Sony realised early on the potential for the reaching their target demographic through Internet marketing, and its new-technology division promoted the film with an online scavenger hunt offering $20,000 in prizes. One executive was quoted as remarking "We see the Internet as turbo-charged word-of-mouth. Instead of one person telling another person something good is happening, it's one person telling millions!". The film's website facilitated further cross-promotion by selling Sony Signatures-issued Johnny Mnemonic merchandise such as a "hack your own brain" t-shirt and Pharmakom coffee cups. Screenwriter William Gibson was deployed to field questions about the videogame from fans online. The habitually reclusive novelist, who despite creating in cyberspace one of the core metaphors for the internet age had never personally been on the Internet, likened the experience to "taking a shower with a raincoat on" and "trying to do philosophy in Morse code."

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