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Digital Storytelling: A creator's guide to interactive entertainment / Edition 2

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Overview

Understand the 'how' and 'why' of interactive storytelling to develop powerful characters, structures, and storylines specifically for digital entertainment. This book covers techniques for creating compelling narratives for a variety of digital media.
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Editorial Reviews

From the Publisher
"Covering a massive area of media and topics, this is a fascinating read... anyone interested in the world of interactive entertainment is sure to be inspired by it."—Digital Creative Arts
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Product Details

  • ISBN-13: 9780240809595
  • Publisher: Taylor & Francis
  • Publication date: 4/3/2008
  • Edition description: Older Edition
  • Edition number: 2
  • Pages: 496
  • Product dimensions: 7.50 (w) x 9.25 (h) x 1.00 (d)

Meet the Author

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," Carolyn’s projects include video games, virtual worlds, webisodes,, 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. She’s 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.

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Table of Contents

Pt. 1 New Technologies, New Creative Opportunities

1 Storytelling, Old and New 3

2 Backwater to Mainstream: The Growth of Digital Entertainment 21

3 Moving Toward Convergence 41

Pt. 2 Creating Story-Rich Projects

4 Interactivity and Its Effects 53

5 Old Tools/New Tools 69

6 Characters, Dialogue, and Emotions 87

7 Structure in Digital Storytelling 113

8 Tackling Projects for Children 129

9 Using a Transmedia Approach 149

10 Creating a Work of Digital Storytelling: The Development Process 165

Pt. 3 Harnessing Digital Storytelling for Pragmatic Goals

11 Using Digital Storytelling to Teach and Train 189

12 Using Digital Storytelling for Promotion, Advertising, and Other Business Purposes 211

13 Using Digital Storytelling to Inform 227

Pt. 4 Media and Models: Under the Hood

14 Video Games 243

15 The Internet 257

16 Massively Multiplayer Online Games (MMOGs) 269

17 Alternate Reality Games (ARGs) 287

18 Interactive Television (iTV) 303

19 Smart Toys and Lifelike Robots 319

20 Mobile Devices 335

21 Interactive Cinema (iCinema) 349

22 Immersive Environments 363

23 DVDs 383

24 Electronic Kiosks 393

Pt. 5 Career Considerations

25 Working as a Digital Storyteller 411

26 Creating Your Own Showcase 425

Conclusion 437

Glossary 439

Additional Readings 461

Subject Index 465

Project Index 477

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Customer Reviews

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  • Anonymous

    Posted June 30, 2008

    Everything You Need to Know

    I read the first edition of Digital Storytelling cover-to-cover and continue to use it as a reference book. When I picked up the second edition of this valuable resource, I knew I was in both heaven and in trouble. Here would be brand new jewels of information I could use in all my storytelling (that's the heaven part) and I would be compelled by my own curiousity and desire to stay abreast of the developing multi-media industry to read this new edition cover-to-cover (the trouble part is that once I picked it up I'd be ignoring other projects in order to absorb all the great insight and information Carolyn offers). Sure enough. Digital Storytelling has far surpassed the typical pattern of a second edition, which offers 20% new material. Miller's second edition offers 80% new material! If you want to keep up, or even have a glimmer of what's up on the frontiers of storytelling, you've got to read Digital Storytelling. For those who pooh-pooh new media as shallow and unintelligent, read what Miller has to say about the history and provenance of the art form ¿ including James Joyce. For those who're only interested in the action and the creation of same, entire sections of the book are devoted to how-to's, with 'Idea-Generating Exercises' in each. For those whose interest lies in the business aspects of new technologies, Carolyn explores that as well. To practice what she preaches about interconnectivity and multiple media sources, the book also offers additional materials and links on a couple of different websites. All-in-all, Digital Storytelling is a comprehensive analysis of and approach to the creative and commercial aspects of new media that reflects the rich storytelling tendencies that make us human ¿ and that makes stories so compelling. Buy it, read it, and refer to it whenever you're working on anything digital.

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