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120406s2008 maua eob 001 0 eng d |
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|a 781286156
|a 793288144
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|a 9780240809595
|q (electronic bk.)
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|a 0240809599
|q (electronic bk.)
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|a 9780080878263
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|a 0080878261
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|a (OCoLC)784151263
|z (OCoLC)781286156
|z (OCoLC)793288144
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037 |
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|a 138735:138872
|b Elsevier Science & Technology
|n http://www.sciencedirect.com
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|a QA76.76.I59
|b M55 2008
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082 |
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|a 006.7
|2 22
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049 |
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|a UAMI
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100 |
1 |
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|a Miller, Carolyn Handler.
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245 |
1 |
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|a Digital storytelling :
|b a creator's guide to interactive entertainment /
|c Carolyn Handler Miller.
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250 |
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|a 2nd ed.
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260 |
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|a Boston :
|b Focal Press/Elsevier,
|c ©2008.
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300 |
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|a 1 online resource (xvi, 479 pages) :
|b illustrations
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336 |
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|a text
|b txt
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|a computer
|b c
|2 rdamedia
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|a online resource
|b cr
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520 |
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|a 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. *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.
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|a 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.
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|a Includes bibliographical references (pages 461-463) and indexes.
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|a pt. 1. New Technologies, New Creative Opportunities -- 1. Storytelling, Old and New -- 2. Backwater to Mainstream: The Growth of Digital Entertainment -- 3. Moving Toward Convergence -- pt. 2. Creating Story-Rich Projects -- 4. Interactivity and Its Effects -- 5. Old Tools/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 -- pt. 3. 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 -- pt. 4. 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 (iTV).
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|a 19. Smart Toys and Lifelike Robots -- 20. Mobile Devices -- 21. Interactive Cinema (iCinema) -- 22. Immersive Environments -- 23. DVDs -- 24. Electronic Kiosks -- pt. 5. Career Considerations -- 25. Working as a Digital Storyteller -- 26. Creating Your Own Showcase.
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|a "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."--Jacket
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588 |
0 |
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|a Print version record.
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590 |
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|a O'Reilly
|b O'Reilly Online Learning: Academic/Public Library Edition
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650 |
|
0 |
|a Interactive multimedia.
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650 |
|
0 |
|a Storytelling
|x Data processing.
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650 |
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0 |
|a Digital storytelling.
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650 |
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6 |
|a Multimédias interactifs.
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650 |
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|a Art de conter
|x Informatique.
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650 |
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6 |
|a Récits numériques.
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650 |
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7 |
|a Digital storytelling.
|2 fast
|0 (OCoLC)fst01744582
|
650 |
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7 |
|a Interactive multimedia.
|2 fast
|0 (OCoLC)fst00975995
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650 |
|
7 |
|a Storytelling
|x Data processing.
|2 fast
|0 (OCoLC)fst01134172
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776 |
0 |
8 |
|i Print version:
|a Miller, Carolyn Handler.
|t Digital storytelling.
|b 2nd ed.
|d Boston : Focal Press/Elsevier, ©2008
|z 9780240809595
|w (DLC) 2007048519
|w (OCoLC)271301338
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856 |
4 |
0 |
|u https://learning.oreilly.com/library/view/~/9780240809595/?ar
|z Texto completo (Requiere registro previo con correo institucional)
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938 |
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|a 123Library
|b 123L
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994 |
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