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E-raamat: Digital Storytelling 4e: A creator's guide to interactive entertainment

  • Formaat: 820 pages
  • Ilmumisaeg: 04-Nov-2019
  • Kirjastus: CRC Press
  • Keel: eng
  • ISBN-13: 9780429801839
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  • Formaat: 820 pages
  • Ilmumisaeg: 04-Nov-2019
  • Kirjastus: CRC Press
  • Keel: eng
  • ISBN-13: 9780429801839

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This fourth edition of Digital Storytelling: A creator's guide to interactive entertainment dives deeply into the world of interactive storytelling, a form of storytelling made possible by digital media. Carolyn Handler Miller covers both the basics character development, structure and the use of interactivity and the more advanced topics, such as AI (Artificial Intelligence), narratives using AR and VR, and Social Media storytelling. The fourth edition also includes a greatly expanded section on immersive media, with chapters on the exciting new world of the world of XR (AR, VR, and mixed reality), plus immersion via large screens, escape rooms and new kinds of theme park experiences. This edition covers all viable forms of New Media, from video games to interactive documentaries. With numerous case studies that delve into the processes and challenges of developing works of interactive narrative, this new edition illustrates the creative possibilities of digital storytelling. The book goes beyond using digital media for entertainment and covers its employment for education, training, information and promotion, featuring interviews with some of the industrys biggest names.

Key Features:











A large new section covering various forms of immersive media, including VR, AR and Mixed Reality





Breakthroughs in interactive TV and Cinema





The use of VR, AR and mixed reality in gaming





New forms of voice-enabled storytelling and gaming





Stories told via mobile apps and social media





Developing Digital Storytelling for different types of audiences
Foreword xxv
Preface xxix
Acknowledgments xxxvii
PART 1 New Technologies, New Creative Opportunities
Chapter 1 Storytelling, Old and New
3(24)
Storytelling: An Ancient Human Activity
3(4)
Interactivity and Storytelling
7(1)
Participatory Dramas
8(1)
Mythological Symbolism and Digital Storytelling
9(2)
Familiar Rituals and Digital Storytelling
11(2)
Rites of Passage and Digital Storytelling
13(1)
Games and Digital Storytelling
13(6)
Ancient Games and Digital Storytelling
16(1)
Board Games and Digital Storytelling
16(1)
Children's Games and the "Fun Factor"
17(1)
Fantasy Role-Play for Adults
18(1)
Nonlinear Fiction before the Computer
19(2)
Nonlinear Drama in Theater and Motion Pictures
21(2)
The Special Characteristics of Digital Storytelling
23(2)
Conclusion
25(1)
Idea-Generating Exercises
26(1)
Chapter 2 Backwater to Mainstream: The Growth of Digital Entertainment
27(46)
An Extremely Recent Beginning
27(1)
A Brief History of the Computer
28(2)
The Birth of the Internet
30(2)
The First Video Games
32(2)
Less Familiar Forms of Interactive Entertainment
34(1)
The Evolution of Content for a New Medium
34(2)
The Early Days of a New Medium
34(2)
Harnessing Convergence to Digital Storytelling
36(1)
Transmedia Storytelling as a Form of Convergence
37(3)
Alternate Reality Games: A Special Form of Transmedia Storytelling
40(4)
Borrowed Technologies
44(4)
New Ways to Tell Stories
48(5)
The Profound Impact of Digital Media
53(11)
Changes in the Consumption of Entertainment
54(1)
The Third Screen's Impact on Hollywood
55(2)
How Advertisers Are Responding
57(1)
The Impact on Journalism and How We Receive Information
58(1)
The Internet as a Journalistic Medium
59(1)
What the Digital Revolution Means for Content
59(1)
Types of User-Generated Content
60(1)
Virtual Worlds
61(1)
Social Media Sites
62(1)
Video-Sharing Sites
63(1)
Fan Fiction
63(1)
Machinima
63(1)
Digital Technology and the Arts
64(2)
A Global Perspective
66(1)
Conclusion
67(1)
Idea-Generating Exercises
68(5)
PART 2 Creating Story-Rich Projects
Chapter 3 Interactivity and Its Effects
73(22)
What Is Interactivity?
73(1)
Interactivity as a Conversation
74(2)
What Happens to the Audience?
76(1)
The User, the Author, and Interactivity
76(3)
Immersiveness
79(3)
Types of Interactivity
82(3)
How Interactivity Impacts Content
85(2)
Using Gaming Techniques to Supply the Missing Cohesion
87(1)
Games as Abstract Stories
88(2)
Drama in an Abstract Game
90(1)
Stories That Are Not Games
90(2)
Conclusion
92(1)
Idea-Generating Exercises
93(2)
Chapter 4 Old Tools/New Tools
95(24)
An Assortment of Storytelling Tools
95(1)
Learning from Games
96(3)
Learning from Myths
99(2)
Learning from Aristotle
101(2)
Learning from Contemporary Storytellers
103(1)
Other Useful Old Tools
104(1)
The Storyline in Linear and Interactive Narratives
105(2)
A Hollywood Writer's View of Interactive Media
107(2)
Ten New Tools
109(6)
Interface and Navigation
110(1)
Systems for Determining Events and Assigning Variables
110(1)
Assigning a Role and Point of View to the User
111(1)
Working with New Types of Characters and Artificial Intelligence
111(1)
New Ways of Connecting Story Elements
112(1)
Gameplay
113(1)
Rewards and Penalties
113(1)
New Kinds of Structures
113(1)
The Use of Time and Space
114(1)
Sensors and Special Hardware
114(1)
The Collaborative Process
115(1)
Conclusion
116(1)
Idea-Generating Exercises
116(3)
Chapter 5 Characters, Dialogue, and Emotions
119(38)
Characters in an Interactive Environment
119(4)
The Role of Characters in Digital Storytelling
120(1)
The Differences between Characters in Linear and Interactive Storytelling
121(1)
Where Did All the Characters Go?
122(1)
Classic Characters from Linear Media
123(1)
The User as Protagonist
124(6)
The User's Avatar
126(1)
The User's Point of View
127(2)
The User's Many Possible Roles
129(1)
Computer-Controlled Characters: Antagonists and Others
130(5)
Creating Worthy Opponents
132(2)
A Multiple Number or Succession of Antagonists
134(1)
Other Types of NPCs
134(1)
Intelligent Characters
135(5)
Conflict between Characters with AI
136(1)
Chatbots
137(2)
Synthetic Characters
139(1)
Creating Characters for an Interactive Environment
140(4)
Techniques for Developing Memorable Characters
140(2)
Constructing a Character Arc
142(1)
Emergent Behavior
143(1)
Dialogue and Other Forms of Verbal Communication
144(7)
Other Forms of Communication
146(1)
Classic Dialogue
147(1)
Dialogue in Digital Storytelling
147(3)
Guidelines for Verbal Communications
150(1)
The Role of Emotion
151(3)
Conclusion
154(1)
Idea-Generating Exercises
155(2)
Chapter 6 Structure in Digital Storytelling
157(26)
Styrofoam Peanuts
157(2)
The Basic Building Blocks of Traditional Drama
159(2)
The Basic Building Blocks of Interactive Narratives
161(2)
The If/Then Construct
163(4)
Branching Structures
165(2)
The Branching Structure in iTV and iCinema
167(1)
The Critical Story Path
167(4)
Structural Models That Support the Critical Story Path
169(1)
The Passenger Train Model
170(1)
Other Structural Models
171(6)
Spaces to Explore
171(1)
Structures That Are More Angular
172(2)
The Modular Structure
174(1)
Sophisticated Story Models
174(3)
The Collective Journey Model
177(1)
Creating Your Own Structural Model
177(1)
Determining a Structure
178(2)
Conclusion
180(1)
Idea-Generating Exercises
181(2)
Chapter 7 Your Audience
183(28)
Who Is Your Audience?
183(1)
Children: A Significant Piece of the Digital Pie
184(12)
Understanding the Young User
186(2)
How Children Develop
188(1)
Soliciting Help from Experts, Large and Small
189(1)
Age-Appropriateness
190(1)
The Parents' Point of View
191(3)
The Use of Humor
194(1)
Offer Satisfying Challenges and Rewards
195(1)
A Final Tip: Be Respectful
195(1)
Girls and Women
196(3)
Creating Projects for Women
198(1)
Seniors and Digital Media
199(3)
The Medically 111 and Disabled
202(1)
Other Parts of the World and Other Ethnic Groups
203(2)
Specialized Works for Domestic Populations
205(1)
Zeroing in on Your Target Audience
206(2)
Conclusion
208(1)
Idea-Generating Exercises
209(2)
Chapter 8 Social Media and Storytelling
211(26)
Inserting the Social into the Media
211(2)
The Power of Social Media
213(1)
Characters on Social Media
214(3)
Works of Fiction Using Social Media
217(6)
Austen Lives On
222(1)
Other Works of Social Media Fiction
223(1)
A Darker Social Media Story
224(1)
Other Approaches to Social Media Storytelling
225(3)
Works of Non-Fiction Using Social Media
228(3)
Social Media Games
231(2)
Does Humor Have Any Role to Play in Social Media?
233(1)
Conclusion
233(1)
Idea-Generating Exercises
234(3)
Chapter 9 Guidelines: Creating a New Project
237(32)
The Development Period and Why It Is Critical
237(2)
Five All-Too-Common Errors
239(2)
The First Step: Creating the Core Concept
241(1)
Other Early Decisions
242(2)
How Projects Evolve during Development
244(1)
Other Steps in the Preproduction Phase
245(1)
A 10-Step Development Checklist
246(3)
Documents and Artwork
249(15)
The Concept Document
249(1)
The Bible
250(1)
The Design Document
251(4)
The Dialogue Script
255(3)
Flowcharts
258(4)
Concept Art
262(1)
Storyboards
263(1)
Prototype
263(1)
Specialized Documents and Artwork
264(1)
Conclusion
265(1)
Idea-Generating Exercises
266(3)
PART 3 Harnessing Digital Storytelling for Pragmatic Goals
Chapter 10 Using Digital Storytelling to Teach, Promote, and Inform
269(82)
"A Spoonful of Sugar"
270(1)
Applying Digital Storytelling to Teaching and Training
271(2)
Digital Media and Young Learners
273(3)
Games in the Classroom
274(1)
Games at Home and Abroad
275(1)
"Drill and Kill" Games
275(1)
Digital Media and Older Learners
276(1)
The Role of Educational Games for Older Learners
277(3)
Gamification in Education
278(1)
Games for Organizations
278(2)
Online Courses
280(1)
Useful Techniques for Combining Teaching with Digital Storytelling
280(6)
Determining Where the Educational Content Fits In
281(1)
Setting the Curriculum
281(1)
Creating a Program Conducive to Active Learning
282(1)
Setting Levels of Difficulty
282(1)
Establishing a Compelling Premise and End-Goal
283(1)
Creating a Rewards System
284(1)
Using Simulations
285(1)
Using Peer-To-Peer Learning
286(1)
Additional Digital Tools for Education and Training
286(4)
Transmedia Storytelling and Alternate Reality Games
287(1)
Mobile Phones, Tablet Computers, and Apps
288(1)
Immersive Experiences
289(1)
Other Digital Storytelling Techniques
289(1)
The Growth of the Serious Games Movement
290(2)
A Cross-Section of Serious Games
291(1)
Developing Serious Games for the Military
292(4)
Combining Digital Storytelling and Training
296(3)
A Sample Interactive Training Course
298(1)
Other Digital Options for Teaching
299(1)
Guidelines for Projects That Blend Storytelling with Teaching and Training
300(2)
Using Digital Storytelling Techniques for Promotion
301(1)
Viral Marketing
302(3)
Digital Media Venues for Promotion and Advertising
303(2)
Applying Digital Storytelling Techniques and Genres to Promotion
305(1)
Product Placement
305(18)
Branded Content
306(1)
Social Marketing
307(1)
Public Advocacy Campaigns
308(1)
Web Series
309(1)
Gaming
310(1)
Advergaming and Casual Games
310(2)
Video Games
312(1)
Alternate Reality Games
312(2)
Massively Multiplayer Online Games and Virtual Worlds
314(1)
Gamification
315(2)
Music Videos
317(1)
"Construction Kit" Commercials
317(1)
Short Films
317(1)
Webcam Peepshows
318(2)
Transmedia Storytelling
320(1)
Social Media
321(1)
Mobile Apps
322(1)
Augmented Reality and Virtual Reality
322(1)
A Unique Transmedia Venture
323(1)
The Impact of Digital Media on News and Information
324(6)
The Growing Popularity of Digital Media as a News Source
325(2)
The Digital Revolution and Traditional News Media
327(3)
Applying Digital Storytelling Techniques to News and Information
330(5)
Utilizing Personal Stories
331(1)
Community-Building Elements
331(1)
Games and Game-Like Activities
332(1)
Using Humor
333(1)
Offering Multiple Points of View
334(1)
An Array of Platforms
335(9)
The Internet
335(2)
Mobile Devices
337(1)
Agent-Based Modeling
338(1)
Locative Journalism
338(1)
Interactive and Second-Screen TV
339(1)
Virtual Reality (VR)
339(1)
Electronic Kiosks
340(1)
Interactive Documentaries
341(1)
Museum Installations
341(1)
Transmedia Productions
342(1)
Wikis
343(1)
Special Considerations for Creating Informational Projects
344(2)
Conclusion
346(1)
Idea-Generating Exercises
347(4)
PART 4 Media and Models: Under the Hood
Chapter 11 Video Games
351(54)
Video Games: The 10,000-Pound Gorilla of Interactive Entertainment
351(1)
Video Games and Their Place in the Overall Entertainment Universe
352(2)
The Great Debate
354(1)
Narrative in Games
355(3)
Adapting a Game from Other Source Material
358(1)
The Unique Characteristics of Video Games
359(1)
Gameplay
359(1)
Artificial Intelligence (AI)
360(1)
Interface and Navigation
360(1)
Categories and Genres of Games
361(1)
Game Platforms
361(3)
Small Was Big
363(1)
Types of Games
364(9)
Game Genres
364(7)
The Ways Games Are Played
371(2)
The Enormous Popularity of Fortnite
373(1)
New Games and the Fading Away of Once-Popular Genres
374(2)
Single versus Multiplayer Games
376(1)
Violence and Video Games
376(1)
Independent ("Indie") Games
377(2)
The Challenge of Storytelling in Open World Games
379(3)
Massively Multiplayer Online Role-Playing Games
382(14)
The Characteristics of the MMORPG
383(1)
Narrative in MMORPGs
384(1)
Why So Powerfully Addictive?
385(2)
A Player's Point of View
387(1)
The MMORPG-Makers' Point of View
388(3)
Breaking Fresh Ground
391(1)
The Characters
392(1)
Reaching a Broad Demographic
393(1)
The Role of the Treadmill
394(1)
Story and Structure
395(1)
The Future of MMORPGS
396(1)
The Rise of Casual Games
396(1)
Who Plays Games and Why?
397(3)
Gamification
400(1)
What Can We Learn from Games?
400(1)
Tips for Newbie Game-Makers
401(1)
Conclusion
402(1)
Idea-Generating Exercises
403(2)
Chapter 12 The Internet
405(30)
The Evolution of the Internet
405(3)
Internet Connectivity across the Globe
408(1)
The Popularity of Youtube Videos
408(2)
YouTube Success Stories
409(1)
The Quest for "Stickiness"
410(3)
YouTube Stickiness
412(1)
TV as a Role Model?
413(1)
Some Unique Web Genres
414(18)
Web Series, or Webisode
414(1)
Web Series with a Hollywood Parentage
415(1)
Professionally Produced Web Series
416(1)
Original Web Series
416(2)
A Close Look at a Successful Original Web Series: Enter the Dojo
418(3)
Non-Fiction and Fictional Blogs
421(1)
Non-Fiction Blogs
421(2)
Fictional or Faux Blogs
423(3)
Webcam Dramas
426(3)
Comedy Shorts
429(1)
Interactive Mysteries and Adventures
430(2)
Conclusion
432(1)
Idea-Generating Exercises
433(2)
Chapter 13 Mobile Devices and Apps
435(28)
The Metamorphosis of the Telephone
435(2)
The Progenitor: A Snake
437(2)
The Appeal of Mobile Devices and Apps
439(2)
Mobile's Special Challenges and Opportunities
441(4)
Mobile Devices and Digital Storytelling
445(3)
Mobile Games
448(3)
Good for the Little Ones?
451(2)
Creating Content for Mobile Devices
453(4)
Putting Mobile Devices to Practical Use
457(1)
A Few Considerations
458(2)
Conclusion
460(1)
Idea-Generating Exercises
460(3)
Chapter 14 Interactive Cinema and Interactive TV
463(54)
Hold the Popcorn!
464(1)
A Bird's Eye View of the Field
465(1)
Large-Screen Interactive Cinema
466(8)
Group-Based Interactivity
468(1)
Involving the Audience
469(1)
A Sample Large-Screen Experience
469(2)
Special Challenges of Large-Screen Interactive Cinema
471(1)
Other Venues for Large-Screen iCinema
472(2)
Small Screen Works of iCinema
474(11)
The Hyperstory
475(3)
Database Narratives
478(3)
Other Documentary Forms
481(4)
User as Fulcrum
485(2)
The Spatial Narrative
486(1)
Other Fiction-Based Small-Screen Forms of iCinema
487(4)
Multiplot Stories on a Grid
487(1)
Employing DVD Technology
488(1)
Stories with User-Generated Characters
489(1)
iCinema Works Driven by Social Media
489(1)
iCinema Works Controlled by the Movements of Audience Members
490(1)
Interactive Television
491(23)
Winning Over the Couch Potato
491(3)
Various Forms of iTV
494(4)
New Advances in iTV
498(3)
The View from the Frontier
501(1)
Pushing The Envelope
502(3)
When iTV Becomes "Just Television"
505(1)
A Variety of Approaches
506(1)
Applying iTV to Drama on the BBC
507(1)
The Dual-Screen Experience: A Real-Life Example
508(3)
How Second-Screen TV Is Being Used
511(1)
Dramatic Shows and Social TV
512(2)
Conclusion
514(1)
Idea-Generating Exercises
515(2)
Chapter 15 Smart Toys and Life-Like Robots
517(30)
Venturing into the Metaphysical
517(2)
Smart Toys and Life-Like Robots: What Do They Have in Common?
519(1)
A Long History
520(2)
Today's Smart Toys
522(2)
The Challenges of Creating a Smart Toy
524(1)
The Process of Developing a Smart Toy
525(7)
The Toy Inventor's Perspective
526(2)
A Toy Manufacturer's Perspective
528(2)
The Toy Developer's Perspective
530(2)
Robots for Kids
532(3)
Toy Robots: Not Just for Kids
535(1)
Working Robots
536(2)
Spiritual and Violent Robots
538(2)
Animatronic Characters: Stars of the Stage and Screen
540(1)
Androids: Too Much Like Us?
540(3)
Designing Robots to Be Likable, Not Creepy
543(1)
Conclusion
544(1)
Idea-Generating Exercises
544(3)
PART 5 Immersive Media
Chapter 16 What Are Immersive Media?
547(8)
Science Fiction Territory
547(2)
Defining Immersive Environments
549(1)
The Promise of Immersive Storytelling
550(2)
Conclusion
552(1)
Idea-Generating Exercises
552(3)
Chapter 17 VR, AR, and Mixed Reality (XR)
555(60)
Welcome to the Outer Edges of Cyberspace
555(1)
VR and AR 101
556(3)
VR and Entertainment
559(18)
Narrative Experiences in VR
559(2)
Nonfiction Narrative in VR
561(1)
VR for the Body, Soul, and Mind
562(2)
VR and Location-Based Entertainment
564(6)
A Modern Twist on the Old Beach Arcade
570(2)
VR Games for Home Use
572(1)
A Selection of VR Games
573(4)
Using VR for Practical Purposes
577(11)
Training
577(2)
Using VR to Inform
579(1)
History and Newsworthy Events in VR
580(2)
Education
582(1)
Medicine and Psychotherapy
583(1)
Another Approach to Healing
584(1)
Science
585(1)
College Recruitment
585(1)
Retail
586(1)
Other Uses
586(2)
Augmented Reality
588(13)
AR in Gaming
589(4)
Different Approaches to AR Games
593(3)
AR in Narrative Works
596(1)
Entertainment Experiences Using AR
597(1)
Other Ways AR Is Being Employed
598(3)
Mixed Reality
601(12)
Smale-Scale Works of Mixed Reality
601(1)
Mixed Reality in a Military Scenario
602(1)
Cultural Institutions: A New Home for Mixed Reality
603(1)
Ghosts in the Graveyard; Dolphins in the Ocean; Coyotes in the Desert
604(2)
A Virtual Character Appears in Mixed Reality
606(2)
Mixed Reality and Entertainment
608(3)
When Mixed Reality Turns You into a Spy
611(2)
Conclusion
613(1)
Idea Generating Excercises
613(2)
Chapter 18 Immersive Narratives and Immersive Spaces
615(32)
Immersive Narratives
615(1)
Immersive Theater as a Model
616(2)
Escape Rooms
618(6)
Immersive and Interactive Theme Park Rides
624(2)
An Other-Worldly Theme Park Experience
626(2)
Old and New Settings for Immersive Narratives
628(1)
Modern Venues for Narrative Immersion
628(3)
Meow Wolf's Immersive Stories
631(7)
Taking Immersive Narrative to the Extreme
638(2)
Immersive Spaces
640(1)
Immersion with Objects and Architectural Elements
640(2)
Immersion through Projections
642(2)
Team Lab and Image-Based Immersion
644(1)
Conclusion
645(1)
Idea-Generating Excercises
645(2)
Chapter 19 Screen-Based Immersion
647(18)
Utilizing Movie Screens for Immersiveness
647(1)
The Influence of Immersive Theater
648(2)
Large-Screen Immersiveness for Audiences---The 4-D Dark Ride
650(2)
Single-Participant Large-Screen Immersiveness
652(2)
Immersive Multiplayer Motion-Sensing Games
654(4)
Fulldome Productions
658(1)
An Artist's Take on Creating for Fulldome
659(2)
Conclusion
661(1)
Idea-Generating Exercises
662(3)
PART 6 Career Considerations
Chapter 20 Working as a Digital Storyteller
665(32)
A New Occupation
665(2)
The Life of a Digital Storyteller
667(2)
Selling an Original Idea
669(3)
Thinking Outside the Box
671(1)
The Different Employment Paths
672(2)
Common Entry Points
674(1)
Working as a Freelancer
675(1)
Legal Considerations
676(4)
Educating Yourself
680(2)
Industry Events
682(1)
The People Connection
683(1)
Some Pointers for a Career in New Media
684(1)
Showcasing Your Work: Is It Worthwhile?
685(1)
Considerations in Creating a Professional Showcase
686(3)
Portfolio or Single-Piece Approach?
687(1)
Distribution Method?
687(1)
Subject Matter and Approach?
688(1)
Gaps in Necessary Skills?
689(1)
Odd Todd: A Case Study
689(5)
The Hows and Whys of Odd Todd
691(1)
Keeping Things Going
692(2)
Some Other Approaches to Showcasing
694(1)
Lonely No More
694(1)
Pointers for Making Your Own Showcase
695(2)
Afterword 697(2)
Glossary 699(44)
Additional Readings 743(6)
Project Index 749(8)
Subject Index 757
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," Carolyns projects include video games, virtual worlds, and Web series; 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. Shes 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.