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Hypersociability
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In transmedia storytelling, hypersociability is the encouraged involvement of media consumers in a story through ordinary social interaction., Convergence Culture: Where Old and New Media Collide (New York: New York University Press, 2006). A story may be shared through discourse within a fan group. Hypersociability lessens the need for a publisher to offer fixed media. Instead, storytellers hope that fans will build on the story themselves either over the or through direct conversation. The principle of hypersociability is most widely used in , examples of which include Yu-Gi-Oh! and Pokémon, which used multiplayer games separate from the original media., "Technologies of the Childhood Imagination: Yugioh, Media and Everyday Cultural Production," in Joe Karaganis and Natalie Jeremijenko (eds.), Network/Netplay: Structures of Participation in Digital Culture (Durham, N.C.: Duke University Press, 2005). deliberately incorporated elements of hypersociability for by seeking the help of Japanese animators.

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