Ebook Digital Storytelling: A creator's guide to interactive entertainment
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Digital Storytelling: A creator's guide to interactive entertainment
Ebook Digital Storytelling: A creator's guide to interactive entertainment
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About 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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Product details
Paperback: 568 pages
Publisher: Routledge; 3 edition (May 16, 2014)
Language: English
ISBN-10: 9780415836944
ISBN-13: 978-0415836944
ASIN: 0415836948
Product Dimensions:
7.5 x 1.5 x 9 inches
Shipping Weight: 2.5 pounds (View shipping rates and policies)
Average Customer Review:
4.4 out of 5 stars
30 customer reviews
Amazon Best Sellers Rank:
#95,180 in Books (See Top 100 in Books)
If Carolyn Handler Miller was a ball player I'd say she hit it out of the park with this Third Edition of Digital Storytelling. The heart of every media platform is the story. Without it, it's like receiving a beautifully wrapped present but with nothing inside it. Miller knows story. She's lived and breathed story ever since she formulated her first sentence. With Digital Storytelling, Miller's gifted us with a book that is not only an exhaustive examination of the subject, but is also fun to read. I make a living writing for both entertainment and non-fiction arenas. Too often in the past, writers would explore one arena without mentioning the other, which for this writer was frustrating since I often blended techniques of both to give my work substance. Miller addresses both, whether using Digital Storytelling in business to teach and train or for promotion and advertising, or in the various platforms devoted to Digital Entertainment. Storytelling isn't new. Whether we're writing a play or screenplay, a training video or a documentary, or an interactive game, the tools we use to flesh out story are as old as Aristotle. Some might argue that plunging into the interactive realm might be a little challenging, but I would posit that these same people have to read Digital Storytelling. Buy it, wrap it, and give it to yourself as a well-deserved present.
nice
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.
Got it in nice shape.
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.
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.
If you are interested in digital storytelling, there is much to love in this book including:* comprehensive content ~ explores structure, characters, social media, promotion & advertising, video games, mobile devices & apps, electronic kiosks and working as a digital storyteller including others* helpful lists in each chapter ~ some favorites include: basic ingredients of interactivity p.64; 10 new tools of interactivity p.83; critical story path p.120 and guidelines for creating a new project p.187 and 10 step development checklist* helpful resource ~ refers you to articles, books, youtube videos, and organizations pertinent to each topic* well-organized ~ layout is excellent (albeit print a tad small) with questions at the beginning of each chapter, conclusion at end and questions and projects appropriate for classroom useReally enjoyed the information on transmedia digital story telling. This book is 500+ pages - it is written in an easy, conversational style and you can read the chapters which most interest you. I found I could read 3-4 chapters at a time and then needed time to think about the content. The author, in early chapters, discusses the ingredients of regular storytelling and then described the added features of digital storytelling and how they relate. If this topic is fairly new to you, you will learn a lot from this book.You will learn how video games are designed and how cohesion is achieved when you have tangential plots. The difference between structure and plot of games is well defined. There are great quotes by industry insiders. One is that games have a sweet spot. A designer Greg Roach describes:"These granules of information can be character, atmosphere, or action. But if a work is too granular, if the user is inputting constantly, there are no opportunities for story....you must find a balance between granularity and solidity. You need to find the 'sweet spot' - the best path through the narrative, the one with the optimum number of variables."Liked another piece of advice regard characterization: "Avoid stereotypes, or alternatively, play against them. Stereotypes can make your work seem predictable and bland. Either avoid them completely or take a familiar stereotype and give it a twist. For example, make your mad scientist a little old lady, or have your tough enemy soldier be an expert on French champagne."The author, Carolyn Handler Miller, is a pioneering writer in the field of digital media and worked on projects including the interactive version of the original TOY STORY movie for Disney and Pixar. She has worked on projects such as games, webisodes, and transmedia entertainment so she writes from experience and industry contacts.
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