Digital Storytelling
A creator's guide to interactive entertainment
- 2nd Edition - April 3, 2008
- Latest edition
- Author: Carolyn Handler Miller
- Language: English
Equally useful for seasoned professionals and those new to the field, Carolyn Handler Miller covers effective techniques for creating compelling narratives for a wide variety of… Read more
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Description
Description
Equally useful for seasoned professionals and those new to the field, Carolyn Handler Miller covers effective techniques for creating compelling narratives for a wide variety of digital media. Written in a clear, non-technical style, it offers insights into the process of content creation by someone with long experience in the field.
Whether you're a writer, producer, director, project manager, or designer, 'Digital Storytelling' gives you all you need to develop a successful interactive project.
Whether you're a writer, producer, director, project manager, or designer, 'Digital Storytelling' gives you all you need to develop a successful interactive project.
Key features
Key features
*Learn about the ground-breaking work being done in new forms of narrative like Alternate Reality Games (ARGs), webisodes, user-generated content, mobile entertainment and transmedia storytelling
*Gain insights from case studies of cutting-edge projects from a variety of different media, including the Internet, video games, interactive television, virtual reality and interactive cinema
*Discover new uses of digital storytelling for both entertainment and entertainment blends -- projects that teach, inform, and promote
*See how to combine the best of both worlds – classic and twenty-first century storytelling techniques
*Gain insights from case studies of cutting-edge projects from a variety of different media, including the Internet, video games, interactive television, virtual reality and interactive cinema
*Discover new uses of digital storytelling for both entertainment and entertainment blends -- projects that teach, inform, and promote
*See how to combine the best of both worlds – classic and twenty-first century storytelling techniques
Readership
Readership
Head Team Members of any Interactive Project, including the Project Manager or Producer, the Designer, the Creative Director or Art Director, and the Head Content Creator or Developer. Additionally, Game Producers and Designers. Students studying Interactive Projects in Media Arts, Digital Arts, or New Media programs at the college level.
Table of contents
Table of contents
PART I NEW TECHNOLOGIES, NEW CREATIVE OPPORTUNITIES:
1. Storytelling, Old and New
2. Backwater to Mainstream: The Growth of Digital Entertainment
3. Moving Toward Convergence
PART II CREATING STORY-RICH PROJECTS:
4. Interactivity and its Effects
5. Old & New Tools
6. Characters, Dialogue and Emotions
7. Structure in Digital Storytelling
8. Tackling Projects for Children
9. Using a Transmedia Approach
10. Creating a Work of Digital Storytelling: The Development Process
PART III: HARNESSING DIGITAL STORYTELLING FOR PRAGMATIC GOALS
11. Using Digital Storytelling to Teach and Train
12. Using Digital Storytelling for Promotion, Advertising and Other Business Purposes
13. Using Digital Storytelling to Inform
PART IV: MEDIA AND MODELS, UNDER THE HOOD:
14. Video games
15. The Internet
16. Massively Multiplayer Online Games (MMOGs)
17. Alternate Reality Games (ARGs)
18. Interactive Television
19. Smart Toys and Life-Like Robots
20. Mobile Devices
21. Interactive Cinema
22. Immersive Environments
23. DVDs
24. Electronic Kiosks
PART V: CAREER CONSIDERATIONS:
25. Working as a Digital Storyteller
26. Creating Your Own Showcase
Conclusion
Glossary
Additional Readings
Index
1. Storytelling, Old and New
2. Backwater to Mainstream: The Growth of Digital Entertainment
3. Moving Toward Convergence
PART II CREATING STORY-RICH PROJECTS:
4. Interactivity and its Effects
5. Old & New Tools
6. Characters, Dialogue and Emotions
7. Structure in Digital Storytelling
8. Tackling Projects for Children
9. Using a Transmedia Approach
10. Creating a Work of Digital Storytelling: The Development Process
PART III: HARNESSING DIGITAL STORYTELLING FOR PRAGMATIC GOALS
11. Using Digital Storytelling to Teach and Train
12. Using Digital Storytelling for Promotion, Advertising and Other Business Purposes
13. Using Digital Storytelling to Inform
PART IV: MEDIA AND MODELS, UNDER THE HOOD:
14. Video games
15. The Internet
16. Massively Multiplayer Online Games (MMOGs)
17. Alternate Reality Games (ARGs)
18. Interactive Television
19. Smart Toys and Life-Like Robots
20. Mobile Devices
21. Interactive Cinema
22. Immersive Environments
23. DVDs
24. Electronic Kiosks
PART V: CAREER CONSIDERATIONS:
25. Working as a Digital Storyteller
26. Creating Your Own Showcase
Conclusion
Glossary
Additional Readings
Index
Product details
Product details
- Edition: 2
- Latest edition
- Published: April 3, 2008
- Language: English
About the author
About the author
CM
Carolyn Handler Miller
Carolyn Handler Miller is one of the pioneering writers in the field of non-linear entertainment, and as an award-winning Hollywood screenwriter, brings a unique perspective to the craft of digital storytelling. She has worked as a writer or writer-content designer on over forty new media projects, including the landmark Carmen Sandiego series and the interactive version of the Pixar-Disney film, Toy Story, one of the most popular CD-ROMs ever released. Her work as a digital storyteller includes entertainment, educational, informational and training projects made for video games, the Web, interactive TV, smart toys, and transmedia projects. She is also an international speaker and teacher on the subject of digital storytelling, having given workshops and talks in Johannesburg, Rome and Paris, as well as teaching interactive narrative and video game development for the University of New Mexico.
Affiliations and expertise
Carolyn Handler Miller, as one of the pioneering writers in the field of nonlinear entertainment, and as an award-winning Hollywood screenwriter, brings a unique perspective to the new craft of digital storytelling. Her work as a digital storyteller includes entertainment, educational, informational and training projects made for CD-ROMs, kiosks, the Web, smart toys, and integrated media projects.View book on ScienceDirect
View book on ScienceDirect
Read Digital Storytelling on ScienceDirect