Digital Storytelling - Carolyn Handler Miller

Digital Storytelling

A creator's guide to interactive entertainment
Buch | Softcover
496 Seiten
2008 | 2nd New edition
Focal Press (Verlag)
978-0-240-80959-5 (ISBN)
37,40 inkl. MwSt
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Covers effective techniques for creating compelling narratives for a wide variety of digital media. This title offers insights into the process of content creation. It presents the work done in different forms of narrative like Alternate Reality Games (ARGs), webisodes, user-generated content, mobile entertainment and transmedia storytelling.
Equally useful for seasoned professionals and those new to the field, Carolyn Handler Miller covers effective techniques for creating compelling narratives for a wide variety of digital media. Written in a clear, non-technical style, it offers insights into the process of content creation by someone with long experience in the field.

Whether you're a writer, producer, director, project manager, or designer, 'Digital Storytelling' gives you all you need to develop a successful interactive project.

Carolyn Handler Miller is one of the pioneering writers in the field of non-linear entertainment, and as an award-winning Hollywood screenwriter, brings a unique perspective to the craft of digital storytelling. She has worked as a writer or writer-content designer on over forty new media projects, including the landmark Carmen Sandiego series and the interactive version of the Pixar-Disney film, Toy Story, one of the most popular CD-ROMs ever released. Her work as a digital storyteller includes entertainment, educational, informational and training projects made for video games, the Web, interactive TV, smart toys, and transmedia projects. She is also an international speaker and teacher on the subject of digital storytelling, having given workshops and talks in Johannesburg, Rome and Paris, as well as teaching interactive narrative and video game development for the University of New Mexico.

PART I NEW TECHNOLOGIES, NEW CREATIVE OPPORTUNITIES:
1. Storytelling, Old and New
2. Backwater to Mainstream: The Growth of Digital Entertainment
3. Moving Toward Convergence

PART II CREATING STORY-RICH PROJECTS:
4. Interactivity and its Effects
5. Old & New Tools
6. Characters, Dialogue and Emotions
7. Structure in Digital Storytelling
8. Tackling Projects for Children
9. Using a Transmedia Approach
10. Creating a Work of Digital Storytelling: The Development Process

PART III: HARNESSING DIGITAL STORYTELLING FOR PRAGMATIC GOALS

11. Using Digital Storytelling to Teach and Train
12. Using Digital Storytelling for Promotion, Advertising and Other Business Purposes
13. Using Digital Storytelling to Inform

PART IV: MEDIA AND MODELS, UNDER THE HOOD:
14. Video games
15. The Internet
16. Massively Multiplayer Online Games (MMOGs)
17. Alternate Reality Games (ARGs)
18. Interactive Television
19. Smart Toys and Life-Like Robots
20. Mobile Devices
21. Interactive Cinema
22. Immersive Environments
23. DVDs
24. Electronic Kiosks

PART V: CAREER CONSIDERATIONS:
25. Working as a Digital Storyteller
26. Creating Your Own Showcase
Conclusion
Glossary
Additional Readings
Index

Erscheint lt. Verlag 14.5.2008
Verlagsort Oxford
Sprache englisch
Maße 190 x 234 mm
Gewicht 1021 g
Themenwelt Kunst / Musik / Theater Design / Innenarchitektur / Mode
Mathematik / Informatik Informatik Grafik / Design
ISBN-10 0-240-80959-9 / 0240809599
ISBN-13 978-0-240-80959-5 / 9780240809595
Zustand Neuware
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