By Carolyn Handler Miller
The 1st specialist e-book to discover and research electronic storytelling throughout interactive media and genres-this ebook examines how electronic storytelling attracts on vintage narrative ideas and makes use of interactive electronic applied sciences to create present day leisure. electronic Storytelling explains key options for conveying narrative via electronic applied sciences, in response to own adventure and diverse case reviews, delivering venture managers, interactive content material designers, and writers with the instruments precious for making plans a profitable interactive venture, together with rules for product improvement and conceptualization. particular making plans strategies for every type of interactive initiatives are mentioned, together with videogames, hugely multiplayer on-line video games, the web, interactive television, cross-media productions, clever toys, digital truth, immersive environments, instant units, kiosks, and DVDs. The ebook additionally covers issues comparable to: constitution, characters and feelings; tackling initiatives for kids; discovering paintings and staying hired; and extra. Miller has written electronic Storytelling for the pro and the scholar, and info what interactive content material builders and venture managers want to know in a transparent, enthusiastic demeanour. *Covers case reviews, offering various principles for growing and coping with engrossing, interactive leisure items from improvement to construction *Explains the makes use of of electronic storytelling for either leisure and leisure blends -- initiatives that educate, tell, and advertise *Takes a global method of electronic leisure, exploring ground-breaking initiatives in Asia, Africa and Europe in addition to in North the US
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Additional resources for Digital Storytelling: A Creator's Guide to Interactive Entertainment
Later Interfilm offerings built in more interactive opportunities, providing a decision point every 15 seconds. For the price of a ticket, audience members were entitled to watch each film twice, being assured that no two viewings would ever be exactly the same. Nonetheless, the Interfilm movies failed to catch on. Though the hardware worked well, with the laser disc players smoothly handling the switches between scenes, the audiences found the experience unsatisfying, and more of a gimmick than an immersive entertainment.
The game was controlled by knobs and buttons and ran on an analog computer. The graphics were displayed on a primitive looking oscilloscope, a device normally used for producing visual displays of electrical signals and hardly the sort of machine one would associate with computer games. Nonetheless, the game worked well. Higenbothem’s achievement is a vivid illustration of human ingenuity when it comes to using the tools at hand. After a stint at a second visitor’s day exhibit, the setup that operated Tennis for Two was dismantled and pressed into service for other tasks.
But one other technological milestone has also played an extremely important role in the development of digital entertainment: the birth of the Internet. The basic concept that underlies the Internet—that of connecting computers together to allow them to send information back and forth even though geographically distant from one another—was first sketched out by researchers in the 1960s. This was the time of the Cold War, and such a system, it was believed, would help facilitate the work of military personnel and scientists working on defense projects at widely scattered institutions.