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Digital storytelling : a creator's guide to interactive entertainment /

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...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Miller, Carolyn Handler
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Boston : Focal Press/Elsevier, ©2008.
Edición:2nd ed.
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)

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245 1 0 |a Digital storytelling :  |b a creator's guide to interactive entertainment /  |c Carolyn Handler Miller. 
250 |a 2nd ed. 
260 |a Boston :  |b Focal Press/Elsevier,  |c ©2008. 
300 |a 1 online resource (xvi, 479 pages) :  |b illustrations 
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337 |a computer  |b c  |2 rdamedia 
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520 |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. 
505 0 |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. 
504 |a Includes bibliographical references (pages 461-463) and indexes. 
505 0 |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). 
505 8 |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. 
520 1 |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 
588 0 |a Print version record. 
590 |a O'Reilly  |b O'Reilly Online Learning: Academic/Public Library Edition 
650 0 |a Interactive multimedia. 
650 0 |a Storytelling  |x Data processing. 
650 0 |a Digital storytelling. 
650 6 |a Multimédias interactifs. 
650 6 |a Art de conter  |x Informatique. 
650 6 |a Récits numériques. 
650 7 |a Digital storytelling.  |2 fast  |0 (OCoLC)fst01744582 
650 7 |a Interactive multimedia.  |2 fast  |0 (OCoLC)fst00975995 
650 7 |a Storytelling  |x Data processing.  |2 fast  |0 (OCoLC)fst01134172 
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