Digital Storytelling - Carolyn Handler Miller

Digital Storytelling

A creator's guide to interactive entertainment
Buch | Softcover
548 Seiten
2014 | 3rd New edition
Focal Press (Verlag)
978-0-415-83694-4 (ISBN)
44,85 inkl. MwSt
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Digital Storytelling shows you how to create immersive, interactive narratives across a multitude of platforms, devices, and media. From age-old storytelling techniques to cutting-edge development processes, this book covers creating stories for all forms of New Media, including transmedia storytelling, video games, mobile apps, and second screen experiences.


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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