Digital Storytelling

Höfundur Carolyn Handler Miller

Útgefandi Taylor & Francis

Snið ePub

Print ISBN 9781138341586

Útgáfa 4

Útgáfuár 2019

8.790 kr.

Description

Efnisyfirlit

  • Cover
  • Endorsements
  • Half-Title
  • Title
  • Copyright
  • Dedication
  • Contents
  • Foreword
  • Preface
  • Acknowledgments
  • PART 1 New Technologies, New Creative Opportunities
  • CHAPTER 1 – Storytelling, Old and New
  • Storytelling: An Ancient Human Activity
  • Interactivity and Storytelling
  • Participatory Dramas
  • Mythological Symbolism and Digital Storytelling
  • Familiar Rituals and Digital Storytelling
  • Rites of Passage and Digital Storytelling
  • Games and Digital Storytelling
  • Ancient Games and Digital Storytelling
  • Board Games and Digital Storytelling
  • Children’s Games and the “Fun Factor”
  • Fantasy Role-Play for Adults
  • Nonlinear Fiction before the Computer
  • Nonlinear Drama in Theater and Motion Pictures
  • The Special Characteristics of Digital Storytelling
  • Conclusion
  • Idea-Generating Exercises
  • CHAPTER 2 – Backwater to Mainstream: The Growth of Digital Entertainment
  • An Extremely Recent Beginning
  • A Brief History of the Computer
  • The Birth of the Internet
  • The First Video Games
  • Less Familiar Forms of Interactive Entertainment
  • The Evolution of Content for a New Medium
  • The Early Days of a New Medium
  • Harnessing Convergence to Digital Storytelling
  • Transmedia Storytelling as a Form of Convergence
  • Alternate Reality Games: A Special Form of Transmedia Storytelling
  • Borrowed Technologies
  • New Ways to Tell Stories
  • The Profound Impact of Digital Media
  • Changes in the Consumption of Entertainment
  • The Third Screen’s Impact on Hollywood
  • How Advertisers Are Responding
  • The Impact on Journalism and How We Receive Information
  • The Internet as a Journalistic Medium
  • What the Digital Revolution Means for Content
  • Types of User-Generated Content
  • Virtual Worlds
  • Social Media Sites
  • Video-Sharing Sites
  • Fan Fiction
  • Machinima
  • Digital Technology and the Arts
  • A Global Perspective
  • Conclusion
  • Idea-Generating Exercises
  • PART 2 Creating Story-Rich Projects
  • CHAPTER 3 – Interactivity and Its Effects
  • What Is Interactivity?
  • Interactivity as a Conversation
  • What Happens to the Audience?
  • The User, the Author, and Interactivity
  • Immersiveness
  • Types of Interactivity
  • How Interactivity Impacts Content
  • Using Gaming Techniques to Supply the Missing Cohesion
  • Games as Abstract Stories
  • Drama in an Abstract Game
  • Stories That Are Not Games
  • Conclusion
  • Idea-Generating Exercises
  • CHAPTER 4 – Old Tools/New Tools
  • An Assortment of Storytelling Tools
  • Learning from Games
  • Learning from Myths
  • Learning from Aristotle
  • Learning from Contemporary Storytellers
  • Other Useful Old Tools
  • The Storyline in Linear and Interactive Narratives
  • A Hollywood Writer’s View of Interactive Media
  • Ten New Tools
  • Interface and Navigation
  • Systems for Determining Events and Assigning Variables
  • Assigning a Role and Point of View to the User
  • Working with New Types of Characters and Artificial Intelligence
  • New Ways of Connecting Story Elements
  • Gameplay
  • Rewards and Penalties
  • New Kinds of Structures
  • The Use of Time and Space
  • Sensors and Special Hardware
  • The Collaborative Process
  • Conclusion
  • Idea-Generating Exercises
  • CHAPTER 5 – Characters, Dialogue, and Emotions
  • Characters in an Interactive Environment
  • The Role of Characters in Digital Storytelling
  • The Differences between Characters in Linear and Interactive Storytelling
  • Where Did All the Characters Go?
  • Classic Characters from Linear Media
  • The User as Protagonist
  • The User’s Avatar
  • The User’s Point of View
  • The User’s Many Possible Roles
  • Computer-Controlled Characters: Antagonists and Others
  • Creating Worthy Opponents
  • A Multiple Number or Succession of Antagonists
  • Other Types of NPCs
  • Intelligent Characters
  • Conflict between Characters with AI
  • Chatbots
  • Synthetic Characters
  • Creating Characters for an Interactive Environment
  • Techniques for Developing Memorable Characters
  • Constructing a Character Arc
  • Emergent Behavior
  • Dialogue and Other Forms of Verbal Communication
  • Other Forms of Communication
  • Classic Dialogue
  • Dialogue in Digital Storytelling
  • Guidelines for Verbal Communications
  • The Role of Emotion
  • Conclusion
  • Idea-Generating Exercises
  • CHAPTER 6 – Structure in Digital Storytelling
  • Styrofoam Peanuts
  • The Basic Building Blocks of Traditional Drama
  • The Basic Building Blocks of Interactive Narratives
  • The If/Then Construct
  • Branching Structures
  • The Branching Structure in iTV and iCinema
  • The Critical Story Path
  • Structural Models That Support the Critical Story Path
  • The Passenger Train Model
  • Other Structural Models
  • Spaces to Explore
  • Structures That Are More Angular
  • The Modular Structure
  • Sophisticated Story Models
  • The Collective Journey Model
  • Creating Your Own Structural Model
  • Determining a Structure
  • Conclusion
  • Idea-Generating Exercises
  • CHAPTER 7 – Your Audience
  • Who Is Your Audience?
  • Children: A Significant Piece of the Digital Pie
  • Understanding the Young User
  • How Children Develop
  • Soliciting Help from Experts, Large and Small
  • Age-Appropriateness
  • The Parents’ Point of View
  • The Use of Humor
  • Offer Satisfying Challenges and Rewards
  • A Final Tip: Be Respectful
  • Girls and Women
  • Creating Projects for Women
  • Seniors and Digital Media
  • The Medically Ill and Disabled
  • Other Parts of the World and Other Ethnic Groups
  • Specialized Works for Domestic Populations
  • Zeroing in on Your Target Audience
  • Conclusion
  • Idea-Generating Exercises
  • CHAPTER 8 Social Media and Storytelling
  • Inserting the Social into the Media
  • The Power of Social Media
  • Characters on Social Media
  • Works of Fiction Using Social Media
  • Austen Lives On
  • Other Works of Social Media Fiction
  • A Darker Social Media Story
  • Other Approaches to Social Media Storytelling
  • Works of Non-Fiction Using Social Media
  • Social Media Games
  • Does Humor Have Any Role to Play in Social Media?
  • Conclusion
  • Idea-Generating Exercises
  • CHAPTER 9 Guidelines: Creating a New Project
  • The Development Period and Why It Is Critical
  • Five All-Too-Common Errors
  • The First Step: Creating the Core Concept
  • Other Early Decisions
  • How Projects Evolve during Development
  • Other Steps in the Preproduction Phase
  • A 10-Step Development Checklist
  • Documents and Artwork
  • The Concept Document
  • The Bible
  • The Design Document
  • The Dialogue Script
  • Flowcharts
  • Concept Art
  • Storyboards
  • Prototype
  • Specialized Documents and Artwork
  • Conclusion
  • Idea-Generating Exercises
  • PART 3 Harnessing Digital Storytelling for Pragmatic Goals
  • CHAPTER 10 – Using Digital Storytelling to Teach, Promote, and Inform
  • “A Spoonful of Sugar”
  • Applying Digital Storytelling to Teaching and Training
  • Digital Media and Young Learners
  • Games in the Classroom
  • Games at Home and Abroad
  • “Drill and Kill” Games
  • Digital Media and Older Learners
  • The Role of Educational Games for Older Learners
  • Gamification in Education
  • Games for Organizations
  • Online Courses
  • Useful Techniques for Combining Teaching with Digital Storytelling
  • Determining Where the Educational Content Fits In
  • Setting the Curriculum
  • Creating a Program Conducive to Active Learning
  • Setting Levels of Difficulty
  • Establishing a Compelling Premise and End-Goal
  • Creating a Rewards System
  • Using Simulations
  • Using Peer-To-Peer Learning
  • Additional Digital Tools for Education and Training
  • Transmedia Storytelling and Alternate Reality Games
  • Mobile Phones, Tablet Computers, and Apps
  • Immersive Experiences
  • Other Digital Storytelling Techniques
  • The Growth of the Serious Games Movement
  • A Cross-Section of Serious Games
  • Developing Serious Games for the Military
  • Combining Digital Storytelling and Training
  • A Sample Interactive Training Course
  • Other Digital Options for Teaching
  • Guidelines for Projects That Blend Storytelling with Teaching and Training
  • Using Digital Storytelling Techniques for Promotion
  • Viral Marketing
  • Digital Media Venues for Promotion and Advertising
  • Applying Digital Storytelling Techniques and Genres to Promotion
  • Product Placement
  • Branded Content
  • Social Marketing
  • Public Advocacy Campaigns
  • Web Series
  • Gaming
  • Advergaming and Casual Games
  • Video Games
  • Alternate Reality Games
  • Massively Multiplayer Online Games and Virtual Worlds
  • Gamification
  • Music Videos
  • “Construction Kit” Commercials
  • Short Films
  • Webcam Peepshows
  • Transmedia Storytelling
  • Social Media
  • Mobile Apps
  • Augmented Reality and Virtual Reality
  • A Unique Transmedia Venture
  • The Impact of Digital Media on News and Information
  • The Growing Popularity of Digital Media as a News Source
  • The Digital Revolution and Traditional News Media
  • Applying Digital Storytelling Techniques to News and Information
  • Utilizing Personal Stories
  • Community-Building Elements
  • Games and Game-Like Activities
  • Using Humor
  • Offering Multiple Points of View
  • An Array of Platforms
  • The Internet
  • Mobile Devices
  • Agent-Based Modeling
  • Locative Journalism
  • Interactive and Second-Screen TV
  • Virtual Reality (VR)
  • Electronic Kiosks
  • Interactive Documentaries
  • Museum Installations
  • Transmedia Productions
  • Wikis
  • Special Considerations for Creating Informational Projects
  • Conclusion
  • Idea-Generating Exercises
  • PART 4 Media and Models: Under the Hood
  • CHAPTER 11 Video Games
  • Video Games: The 10,000-Pound Gorilla of Interactive Entertainment
  • Video Games and Their Place in the Overall Entertainment Universe
  • The Great Debate
  • Narrative in Games
  • Adapting a Game from Other Source Material
  • The Unique Characteristics of Video Games
  • Gameplay
  • Artificial Intelligence (AI)
  • Interface and Navigation
  • Categories and Genres of Games
  • Game Platforms
  • Small Was Big
  • Types of Games
  • Game Genres
  • The Ways Games Are Played
  • The Enormous Popularity of Fortnite
  • New Games and the Fading Away of Once-Popular Genres
  • Single versus Multiplayer Games
  • Violence and Video Games
  • Independent (“Indie”) Games
  • The Challenge of Storytelling in Open World Games
  • Massively Multiplayer Online Role-Playing Games
  • The Characteristics of the MMORPG
  • Narrative in MMORPGs
  • Why So Powerfully Addictive?
  • A Player’s Point of View
  • The MMORPG-Makers’ Point of View
  • Breaking Fresh Ground
  • The Characters
  • Reaching a Broad Demographic
  • The Role of the Treadmill
  • Story and Structure
  • The Future of MMORPGs
  • The Rise of Casual Games
  • Who Plays Games and Why?
  • Gamification
  • What Can We Learn from Games?
  • Tips for Newbie Game-Makers
  • Conclusion
  • Idea-Generating Exercises
  • CHAPTER 12 The Internet
  • The Evolution of the Internet
  • Internet Connectivity across the Globe
  • The Popularity of Youtube Videos
  • YouTube Success Stories
  • The Quest for “Stickiness”
  • YouTube Stickiness
  • TV as a Role Model?
  • Some Unique Web Genres
  • Web Series, or Webisode
  • Web Series with a Hollywood Parentage
  • Professionally Produced Web Series
  • Original Web Series
  • A Close Look at a Successful Original Web Series: Enter the Dojo
  • Non-Fiction and Fictional Blogs
  • Non-Fiction Blogs
  • Fictional or Faux Blogs
  • Webcam Dramas
  • Comedy Shorts
  • Interactive Mysteries and Adventures
  • Conclusion
  • Idea-Generating Exercises
  • CHAPTER 13 Mobile Devices and Apps
  • The Metamorphosis of the Telephone
  • The Progenitor: A Snake
  • The Appeal of Mobile Devices and Apps
  • Mobile’s Special Challenges and Opportunities
  • Mobile Devices and Digital Storytelling
  • Mobile Games
  • Good for the Little Ones?
  • Creating Content for Mobile Devices
  • Putting Mobile Devices to Practical Use
  • A Few Considerations
  • Conclusion
  • Idea-Generating Exercises
  • CHAPTER 14 Interactive Cinema and Interactive TV
  • Hold the Popcorn!
  • A Bird’s Eye View of the Field
  • Large-Screen Interactive Cinema
  • Group-Based Interactivity
  • Involving the Audience
  • A Sample Large-Screen Experience
  • Special Challenges of Large-Screen Interactive Cinema
  • Other Venues for Large-Screen iCinema
  • Small Screen Works of iCinema
  • The Hyperstory
  • Database Narratives
  • Other Documentary Forms
  • User as Fulcrum
  • The Spatial Narrative
  • Other Fiction-Based Small-Screen Forms of iCinema
  • Multiplot Stories on a Grid
  • Employing DVD Technology
  • Stories with User-Generated Characters
  • iCinema Works Driven by Social Media
  • iCinema Works Controlled by the Movements of Audience Members
  • Interactive Television
  • Winning Over the Couch Potato
  • Various Forms of iTV
  • New Advances in iTV
  • The View from the Frontier
  • Pushing The Envelope
  • When iTV Becomes “Just Television”
  • A Variety of Approaches
  • Applying iTV to Drama on the BBC
  • The Dual-Screen Experience: A Real-Life Example
  • How Second-Screen TV Is Being Used
  • Dramatic Shows and Social TV
  • Conclusion
  • Idea-Generating Exercises
  • CHAPTER 15 Smart Toys and Life-Like Robots
  • Venturing into the Metaphysical
  • Smart Toys and Life-Like Robots: What Do They Have in Common?
  • A Long History
  • Today’s Smart Toys
  • The Challenges of Creating a Smart Toy
  • The Process of Developing a Smart Toy
  • The Toy Inventor’s Perspective
  • A Toy Manufacturer’s Perspective
  • The Toy Developer’s Perspective
  • Robots for Kids
  • Toy Robots: Not Just for Kids
  • Working Robots
  • Spiritual and Violent Robots
  • Animatronic Characters: Stars of the Stage and Screen
  • Androids: Too Much Like Us?
  • Designing Robots to Be Likable, Not Creepy
  • Conclusion
  • Idea-Generating Exercises
  • PART 5 Immersive Media
  • 16 What Are Immersive Media?
  • Science Fiction Territory
  • Defining Immersive Environments
  • The Promise of Immersive Storytelling
  • Conclusion
  • Idea-Generating Exercises
  • CHAPTER 17 VR, AR, and Mixed Reality (XR)
  • Welcome to the Outer Edges of Cyberspace
  • VR and AR 101
  • VR and Entertainment
  • Narrative Experiences in VR
  • Nonfiction Narrative in VR
  • VR for the Body, Soul, and Mind
  • VR and Location-Based Entertainment
  • A Modern Twist on the Old Beach Arcade
  • VR Games for Home Use
  • A Selection of VR Games
  • Using VR for Practical Purposes
  • Training
  • Using VR to Inform
  • History and Newsworthy Events in VR
  • Education
  • Medicine and Psychotherapy
  • Another Approach to Healing
  • Science
  • College Recruitment
  • Retail
  • Other Uses
  • Augmented Reality
  • AR in Gaming
  • Different Approaches to AR Games
  • AR in Narrative Works
  • Entertainment Experiences Using AR
  • Other Ways AR Is Being Employed
  • Mixed Reality
  • Smale-Scale Works of Mixed Reality
  • Mixed Reality in a Military Scenario
  • Cultural Institutions: A New Home for Mixed Reality
  • Ghosts in the Graveyard; Dolphins in the Ocean; Coyotes in the Desert
  • A Virtual Character Appears in Mixed Reality
  • Mixed Reality and Entertainment
  • When Mixed Reality Turns You into a Spy
  • Conclusion
  • Idea Generating Excercises
  • CHAPTER 18 Immersive Narratives and Immersive Spaces
  • Immersive Narratives
  • Immersive Theater as a Model
  • Escape Rooms
  • Immersive and Interactive Theme Park Rides
  • An Other-Worldly Theme Park Experience
  • Old and New Settings for Immersive Narratives
  • Modern Venues for Narrative Immersion
  • Meow Wolf’s Immersive Stories
  • Taking Immersive Narrative to the Extreme
  • Immersive Spaces
  • Immersion with Objects and Architectural Elements
  • Immersion through Projections
  • Team Lab and Image-Based Immersion
  • Conclusion
  • Idea-Generating Excercises
  • CHAPTER 19 Screen-Based Immersion
  • Utilizing Movie Screens for Immersiveness
  • The Influence of Immersive Theater
  • Large-Screen Immersiveness for Audiences—The 4-D Dark Ride
  • Single-Participant Large-Screen Immersiveness
  • Immersive Multiplayer Motion-Sensing Games
  • Fulldome Productions
  • An Artist’s Take on Creating for Fulldome
  • Conclusion
  • Idea-Generating Exercises
  • PART 6 Career Considerations
  • 20 Working as a Digital Storyteller
  • A New Occupation
  • The Life of a Digital Storyteller
  • Selling an Original Idea
  • Thinking Outside the Box
  • The Different Employment Paths
  • Common Entry Points
  • Working as a Freelancer
  • Legal Considerations
  • Educating Yourself
  • Industry Events
  • The People Connection
  • Some Pointers for a Career in New Media
  • Showcasing Your Work: Is It Worthwhile?
  • Considerations in Creating a Professional Showcase
  • Portfolio or Single-Piece Approach?
  • Distribution Method?
  • Subject Matter and Approach?
  • Gaps in Necessary Skills?
  • Odd Todd: A Case Study
  • The Hows and Whys of Odd Todd
  • Keeping Things Going
  • Some Other Approaches to Showcasing
  • Lonely No More
  • Pointers for Making Your Own Showcase
  • Afterword
  • Glossary
  • Additional Readings
  • Project Index
  • Subject Index
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