Carolyn Handler Miller9780240805108, 0-240-80510-0
The first professional book to explore and analyze digital storytelling across interactive media and genresthis book examines how digital storytelling draws on classic narrative techniques and utilizes interactive digital technologies to create todays entertainment.Digital Storytelling explains key strategies for conveying narrative through digital technologies, based on personal experience and numerous case studies, providing project managers, interactive content designers, and writers with the tools necessary for planning a successful interactive project, including ideas for product development and conceptualization.Detailed planning processes for all types of interactive projects are discussed, including videogames, massively multiplayer online games, the Internet, interactive TV, cross-media productions, smart toys, virtual reality, immersive environments, wireless devices, kiosks, and DVDs. The book also covers topics such as: structure, characters and emotions; tackling projects for children; finding work and staying employed; and more.Miller has written Digital Storytelling for the professional and the student, and details what interactive content developers and project managers need to know in a clear, enthusiastic manner.*Covers case studies, providing numerous ideas for creating and managing engrossing, interactive entertainment products from development to production*Explains the uses of digital storytelling for both entertainment and entertainment blends – projects that teach, inform, and promote*Takes an international approach to digital entertainment, exploring ground-breaking projects in Asia, Africa and Europe as well as in North America” |
Table of contents : Team DDU……Page 1 Contents……Page 8 FOREWORD……Page 10 PREFACE……Page 14 ACKNOWLEDGMENTS……Page 18 PART ONE New Technologies, New Creative Opportunities……Page 20 CHAPTER 1 Interactive Storytelling: A Brief History……Page 22 CHAPTER 2 Backwater to Mainstream: The Growth of Digital Entertainment……Page 34 CHAPTER 3 Moving Toward Convergence……Page 58 PART TWO Creating Entertainment-Rich Projects……Page 72 CHAPTER 4 Interactivity and Its Effects……Page 74 CHAPTER 5 Old Tools/New Tools……Page 90 CHAPTER 6 Characters, Dialogue, and Emotions……Page 108 CHAPTER 7 Structure in Interactive Media……Page 138 CHAPTER 8 Blending Entertainment with Other Goals……Page 154 CHAPTER 9 Tackling Projects for Children……Page 178 CHAPTER 10 Creating a New Project: The Development Process……Page 202 PART THREE Media and Models: Under the Hood……Page 226 CHAPTER 11 Video Games……Page 228 CHAPTER 12 Massively Multiplayer Online Games……Page 244 CHAPTER 13 The Internet……Page 262 CHAPTER 14 Interactive Television……Page 278 CHAPTER 15 Cross-Media Productions……Page 294 CHAPTER 16 Smart Toys……Page 324 CHAPTER 17 Wireless Devices……Page 340 CHAPTER 18 Interactive Cinema……Page 352 CHAPTER 19 Immersive Environments……Page 368 CHAPTER 20 DVDs……Page 384 CHAPTER 21 Kiosks……Page 394 PART FOUR Career Considerations……Page 408 CHAPTER 22 Working as a Digital Storyteller……Page 410 CHAPTER 23 Creating Your Own Showcase……Page 426 CONCLUSION……Page 438 GLOSSARY……Page 440 ADDITIONAL READINGS……Page 452 SUBJECT INDEX……Page 454 PROJECT INDEX……Page 470 |
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