Digital Storytelling
Focal Press (Verlag)
978-0-415-83694-4 (ISBN)
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The way a story is told, a message is delivered, or a narrative is navigated has changed dramatically over the last few years. Stories are told through video games, interactive books, and social media. Stories are told on all sorts of different platforms and through all sorts of different devices. They’re immersive, letting the user interact with the story and letting the user enter the story and shape it themselves.
This book features case studies that cover a great spectrum of platforms and different story genres. It also shows you how to plan processes for developing interactive narratives for all forms of entertainment and non-fiction purposes: education, training, information and promotion. Digital Storytelling features interviews with some of the industry’s biggest names, showing you how they build and tell their stories.
Carolyn Handler Miller is one of the pioneering writers in the field of digital media, moving into the field after a successful career in TV and feature films. As a writer of New Media content, a profession she calls "digital storytelling," Carolyn’s projects include video games, virtual worlds, webisodes,, intelligent toy systems, and transmedia entertainment. She was a contributing writer for the classic "Where in the World is Carmen San Diego?" series of games and wrote the interactive version of the original Toy Story movie for Disney and Pixar. She’s an international speaker on New Media (Rome, Paris, the UK, South Africa, Malaysia, and Australia) and works as a consultant on digital media projects for a roster of national and international clients.
PART I NEW TECHNOLOGIES, NEW CREATIVE OPPORTUNITIES:
Chapter 1: Storytelling, Old and New
Chapter 2: Backwater to Mainstream: The Growth of Digital Entertainment
Chapter 3: Convergence: A Fresh Look
PART II CREATING ENTERTAINMENT-RICH PROJECTS:
Chapter 4: Interactivity and its Effects
Chapter 5. Old Tools/ New Tools
Chapter 6. Characters, Dialogue and Emotions
Chapter 7: Structure in Digital Storytelling
Chapter 8: Who is Your Audience?
Chapter 9. Harnessing Social Media as a Storytelling Asset
Chapter 10. Using a Transmedia Storytelling Approach
Chapter 11. Creating a Work of Digital Storytelling: The Development Process
PART III: BLENDING ENTERTAINMENT WITH OTHER GOALS
Chapter 12. Using Digital Storytelling to Teach and Train
Chapter 13. Using Digital Storytelling for Promotion and Advertising
Chapter 14: Using Digital Storytelling to Inform
PART IV: MEDIA AND MODELS, UNDER THE HOOD:
Chapter 15. Video Games
Chapter 16. The Internet
Chapter 17: Mobile Apps
Chapter 18. Alternate Reality Games (ARGs)
Chapter 19. Interactive Television and Second Screen TV
Chapter 20. Melding the Digital and the Physical: Smart Toys and Lifelike Robots
Chapter 21. Interactive Cinema (iCinema)
Chapter 22. Immersive Environments
Chapter 23. Electronic Kiosks
PART V: CAREER CONSIDERATIONS:
Chapter 24. Working as a Digital Storyteller
Chapter 25. Creating Your Own Showcase
Conclusion
Glossary
Additional Readings
Index
Zusatzinfo | 97 Halftones, black and white |
---|---|
Verlagsort | Abingdon |
Sprache | englisch |
Maße | 191 x 235 mm |
Gewicht | 1022 g |
Themenwelt | Kunst / Musik / Theater ► Film / TV |
Mathematik / Informatik ► Informatik ► Grafik / Design | |
ISBN-10 | 0-415-83694-8 / 0415836948 |
ISBN-13 | 978-0-415-83694-4 / 9780415836944 |
Zustand | Neuware |
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