Muutke küpsiste eelistusi

E-raamat: Immersive Storytelling and Spectatorship in Theatre, Museums, and Video Games

  • Formaat: 194 pages
  • Ilmumisaeg: 07-Feb-2025
  • Kirjastus: Routledge
  • Keel: eng
  • ISBN-13: 9781040308813
  • Formaat - EPUB+DRM
  • Hind: 51,99 €*
  • * hind on lõplik, st. muud allahindlused enam ei rakendu
  • Lisa ostukorvi
  • Lisa soovinimekirja
  • See e-raamat on mõeldud ainult isiklikuks kasutamiseks. E-raamatuid ei saa tagastada.
  • Formaat: 194 pages
  • Ilmumisaeg: 07-Feb-2025
  • Kirjastus: Routledge
  • Keel: eng
  • ISBN-13: 9781040308813

DRM piirangud

  • Kopeerimine (copy/paste):

    ei ole lubatud

  • Printimine:

    ei ole lubatud

  • Kasutamine:

    Digitaalõiguste kaitse (DRM)
    Kirjastus on väljastanud selle e-raamatu krüpteeritud kujul, mis tähendab, et selle lugemiseks peate installeerima spetsiaalse tarkvara. Samuti peate looma endale  Adobe ID Rohkem infot siin. E-raamatut saab lugeda 1 kasutaja ning alla laadida kuni 6'de seadmesse (kõik autoriseeritud sama Adobe ID-ga).

    Vajalik tarkvara
    Mobiilsetes seadmetes (telefon või tahvelarvuti) lugemiseks peate installeerima selle tasuta rakenduse: PocketBook Reader (iOS / Android)

    PC või Mac seadmes lugemiseks peate installima Adobe Digital Editionsi (Seeon tasuta rakendus spetsiaalselt e-raamatute lugemiseks. Seda ei tohi segamini ajada Adober Reader'iga, mis tõenäoliselt on juba teie arvutisse installeeritud )

    Seda e-raamatut ei saa lugeda Amazon Kindle's. 

Immersive Storytelling and Spectatorship in Theatre, Museums, and Video Games is the first volume to explore immersion as it is experienced in all three of these storytelling forms: the theatre, museums and historic sites, and video games.



Immersive Storytelling and Spectatorship in Theatre, Museums, and Video Games is the first volume to explore immersion as it is experienced in all three of these storytelling forms: the theatre, museums and historic sites, and video games. It theorizes what it means for a work to be called immersive and how immersion impacts audience experience in each of these modes.

 

The presentation of story is deepened when it involves the spectator in an immersive way. Author Kelly I. Aliano concentrates on the central idea that the use of immersion in each medium allows the story being told to feel present for the spectator. It puts them at the center of the experience, making its events for and about them. Throughout, the book discusses how immersion is employed to make narrative feel more resonant and relevant for the audience. Analyzing the impact of offering a first-hand experience of story events, this book looks at how immersive storytelling can highlight the ways in which we can interact with and shape our understandings of ourselves and our society as well as our histories and identities.

 

Ideal for students, scholars, and researchers of immersive theatre, spectatorship, museum studies, and video game studies, this is an innovative study into the power of immersive storytelling across three interactive mediums.

Introduction

Chapter 1: The Role of the Theatre Spectator

Chapter 2: The Participatory Audience

Chapter 3: The Theatre as Archive

Interlude I: From the Theatre to the Museum

Chapter 4: Immersive Museum Exhibitions

Chapter 5: Immersive Museum Experiences

Chapter 6: Immersive Historic Sites

Interlude II: From the Museum to the Video Game

Chapter 7: Video Games and Immersive Storytelling

Chapter 8: Video Games and the Immersion into Narrative Worlds

Chapter 9: Video Games and the Immersion into History

Interlude III: Conclusion

Kelly I. Aliano is the author of two books, Theatre of the Ridiculous: A Critical History (2019) and The Performance of Video Games (2022). She is the Manager of Education Special Projects at The New York Historical Society and teaches in the English Department at LaGuardia Community College, City University of New York, USA.