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The first professional book to explore and analyze digital storytelling across interactive media and genres-this book examines how digital storytelling draws on classic narrative techniques and utilizes interactive digital technologies to create today's 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.
- Sales Rank: #3245367 in Books
- Published on: 2004-08-05
- Original language: English
- Number of items: 1
- Dimensions: 9.69" h x .95" w x 7.44" l, 2.18 pounds
- Binding: Paperback
- 472 pages
Review
"Covering a massive area of media and topics, this is a fascinating read. It's more of a history than a how-to (though it contains elements of the latter) and anyone interested in the world of interactive entertainment is sure to be inspired by it." - Digital Creative Arts
From the Publisher
An interactive entertainment creator's guide to digital media product development, from concept to completion.
From the Inside Flap
The new digital technologies are offering a multitude of fresh creative possibilities to storytellers. These new kinds of stories can be highly effective vehicles not only for entertainment purposes, but also for teaching, informing, promoting and training. But digital storytelling adds something new and challenging to narrative: interactivity.
Interactivity impacts on everything from character design to structure to dialogue. To successfully creative narratives for the new media, it is imperative to know how to handle interactivity and how to fully involve the audience in the unfolding of the story. This book offers valuable insights into this process, giving concrete guidelines and examples drawn from cutting edge projects in over a dozen forms of interactive storytelling.
Learn to create content for these interactive vehicles: massively multiplayer online games (MMOGs), videogames, immersive multiple-site Web fictions, pervasive games, smart toys, DVDs, kiosks, entertainment on wireless devices (phones, PDAs, etc.) interactive movies, interactive TV, and virtual reality simulations.
Learn by example from case studies of ground-breaking projects applicable to a variety of interactive media.
Gain insight from engaging behind-the-scenes anecdotes from successful digital media practitioners.
Understand the how & why of interactive storytelling with guidelines for developing characters, structures, and content specifically for digital entertainment.
Most helpful customer reviews
1 of 1 people found the following review helpful.
Terrific Resource
By Kron
A thoughtful, comprehensive and up-to-date treatment of interactive media. The screen captures, urls, and illustrative case studies that populate the pages of this cleverly-written book help the reader to develop a deep and practical understanding of the subject matter. Proof of the pudding: I'm using it myself, as a resource on a cutting-edge, interactive project that I'm spearheading. I highly recommend it.
0 of 2 people found the following review helpful.
Digital Storytelling
By Ralph Diguglielmo
Whether your new to writing or producing interactive programs or a seasoned pro, into fiction or non-fiction, this book is the best there is in explaining this new craft.
3 of 13 people found the following review helpful.
Good for a history class
By Shawna
Not a very playful book. In fact... it seems to follow the old playbook of how things are done. The same playbook that men/boys have written when it comes to gaming. Shoot first and ... questions? what questions? story? What's that? I already knew the material that was in this book. Didn't offer anything new for me. With this book... just a play an online game or grab a game off your shelf, read about the history of "interactive" media and computers and .. voila... you've read the book. For what I needed... this book just did not cover it. Time to lay some new ground in the gaming arena.
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