Description
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- 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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