Carolyn Handler Miller
Digital Storytelling 4e (eBook, PDF)
A creator's guide to interactive entertainment
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Carolyn Handler Miller
Digital Storytelling 4e (eBook, PDF)
A creator's guide to interactive entertainment
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Digital Storytelling shows you how to create immersive, interactive narratives across a multitude of platforms, devices, and media. From age-old storytelling techniques to cutting-edge development processes, this book covers creating stories for all forms of New Media, including transmedia storytelling, video games, mobile apps, and more.
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Digital Storytelling shows you how to create immersive, interactive narratives across a multitude of platforms, devices, and media. From age-old storytelling techniques to cutting-edge development processes, this book covers creating stories for all forms of New Media, including transmedia storytelling, video games, mobile apps, and more.
Dieser Download kann aus rechtlichen Gründen nur mit Rechnungsadresse in A, B, BG, CY, CZ, D, DK, EW, E, FIN, F, GR, HR, H, IRL, I, LT, L, LR, M, NL, PL, P, R, S, SLO, SK ausgeliefert werden.
Produktdetails
- Produktdetails
- Verlag: Taylor & Francis
- Seitenzahl: 820
- Erscheinungstermin: 4. November 2019
- Englisch
- ISBN-13: 9780429801846
- Artikelnr.: 58060995
- Verlag: Taylor & Francis
- Seitenzahl: 820
- Erscheinungstermin: 4. November 2019
- Englisch
- ISBN-13: 9780429801846
- Artikelnr.: 58060995
- Herstellerkennzeichnung Die Herstellerinformationen sind derzeit nicht verfügbar.
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, and Web series; 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.
Foreword
Preface
Acknowledgments
PART 1 New Technologies, New Creative Opportunities
Chapter 1 - Storytelling, Old and New
Chapter 2 - Backwater to Mainstream: The Growth of Digital Entertainment
PART 2 Creating Story-Rich Projects
Chapter 3 - Interactivity and Its Effects
Chapter 4 - Old Tools/New Tools
Chapter 5 - Characters, Dialogue, and Emotions
Chapter 6 - Structure in Digital Storytelling
Chapter 7 - Your Audience
Chapter 8 - Social Media and Storytelling
Chapter 9 - Guidelines: Creating a New Project
PART 3 Harnessing Digital Storytelling for Pragmatic Goals
Chapter 10 - Using Digital Storytelling to Teach, Promote, and Inform
PART 4 Media and Models: Under the Hood
Chapter 11 - Video Games
Chapter 12 - The Internet
Chapter 13 - Mobile Devices and Apps
Chapter 14 - Interactive Cinema and Interactive TV
Chapter 15 -Smart Toys and Life-Like Robots
PART 5 Immersive Media
Chapter 16 - What Are Immersive Media?
Chapter 17 - VR, AR , and Mixed Reality (XR)
Chapter 18 - Immersive Narratives and Immersive Spaces
Chapter 19 - Screen-Based Immersion
PART 6 Career Considerations
Chapter 20 - Working as a Digital Storyteller
Project Index
Subject Index
Preface
Acknowledgments
PART 1 New Technologies, New Creative Opportunities
Chapter 1 - Storytelling, Old and New
Chapter 2 - Backwater to Mainstream: The Growth of Digital Entertainment
PART 2 Creating Story-Rich Projects
Chapter 3 - Interactivity and Its Effects
Chapter 4 - Old Tools/New Tools
Chapter 5 - Characters, Dialogue, and Emotions
Chapter 6 - Structure in Digital Storytelling
Chapter 7 - Your Audience
Chapter 8 - Social Media and Storytelling
Chapter 9 - Guidelines: Creating a New Project
PART 3 Harnessing Digital Storytelling for Pragmatic Goals
Chapter 10 - Using Digital Storytelling to Teach, Promote, and Inform
PART 4 Media and Models: Under the Hood
Chapter 11 - Video Games
Chapter 12 - The Internet
Chapter 13 - Mobile Devices and Apps
Chapter 14 - Interactive Cinema and Interactive TV
Chapter 15 -Smart Toys and Life-Like Robots
PART 5 Immersive Media
Chapter 16 - What Are Immersive Media?
Chapter 17 - VR, AR , and Mixed Reality (XR)
Chapter 18 - Immersive Narratives and Immersive Spaces
Chapter 19 - Screen-Based Immersion
PART 6 Career Considerations
Chapter 20 - Working as a Digital Storyteller
Project Index
Subject Index
Foreword
Preface
Acknowledgments
PART 1 New Technologies, New Creative Opportunities
Chapter 1 - Storytelling, Old and New
Chapter 2 - Backwater to Mainstream: The Growth of Digital Entertainment
PART 2 Creating Story-Rich Projects
Chapter 3 - Interactivity and Its Effects
Chapter 4 - Old Tools/New Tools
Chapter 5 - Characters, Dialogue, and Emotions
Chapter 6 - Structure in Digital Storytelling
Chapter 7 - Your Audience
Chapter 8 - Social Media and Storytelling
Chapter 9 - Guidelines: Creating a New Project
PART 3 Harnessing Digital Storytelling for Pragmatic Goals
Chapter 10 - Using Digital Storytelling to Teach, Promote, and Inform
PART 4 Media and Models: Under the Hood
Chapter 11 - Video Games
Chapter 12 - The Internet
Chapter 13 - Mobile Devices and Apps
Chapter 14 - Interactive Cinema and Interactive TV
Chapter 15 -Smart Toys and Life-Like Robots
PART 5 Immersive Media
Chapter 16 - What Are Immersive Media?
Chapter 17 - VR, AR , and Mixed Reality (XR)
Chapter 18 - Immersive Narratives and Immersive Spaces
Chapter 19 - Screen-Based Immersion
PART 6 Career Considerations
Chapter 20 - Working as a Digital Storyteller
Project Index
Subject Index
Preface
Acknowledgments
PART 1 New Technologies, New Creative Opportunities
Chapter 1 - Storytelling, Old and New
Chapter 2 - Backwater to Mainstream: The Growth of Digital Entertainment
PART 2 Creating Story-Rich Projects
Chapter 3 - Interactivity and Its Effects
Chapter 4 - Old Tools/New Tools
Chapter 5 - Characters, Dialogue, and Emotions
Chapter 6 - Structure in Digital Storytelling
Chapter 7 - Your Audience
Chapter 8 - Social Media and Storytelling
Chapter 9 - Guidelines: Creating a New Project
PART 3 Harnessing Digital Storytelling for Pragmatic Goals
Chapter 10 - Using Digital Storytelling to Teach, Promote, and Inform
PART 4 Media and Models: Under the Hood
Chapter 11 - Video Games
Chapter 12 - The Internet
Chapter 13 - Mobile Devices and Apps
Chapter 14 - Interactive Cinema and Interactive TV
Chapter 15 -Smart Toys and Life-Like Robots
PART 5 Immersive Media
Chapter 16 - What Are Immersive Media?
Chapter 17 - VR, AR , and Mixed Reality (XR)
Chapter 18 - Immersive Narratives and Immersive Spaces
Chapter 19 - Screen-Based Immersion
PART 6 Career Considerations
Chapter 20 - Working as a Digital Storyteller
Project Index
Subject Index
Foreword
Preface
Acknowledgments
PART 1 New Technologies, New Creative Opportunities
Chapter 1 - Storytelling, Old and New
Chapter 2 - Backwater to Mainstream: The Growth of Digital Entertainment
PART 2 Creating Story-Rich Projects
Chapter 3 - Interactivity and Its Effects
Chapter 4 - Old Tools/New Tools
Chapter 5 - Characters, Dialogue, and Emotions
Chapter 6 - Structure in Digital Storytelling
Chapter 7 - Your Audience
Chapter 8 - Social Media and Storytelling
Chapter 9 - Guidelines: Creating a New Project
PART 3 Harnessing Digital Storytelling for Pragmatic Goals
Chapter 10 - Using Digital Storytelling to Teach, Promote, and Inform
PART 4 Media and Models: Under the Hood
Chapter 11 - Video Games
Chapter 12 - The Internet
Chapter 13 - Mobile Devices and Apps
Chapter 14 - Interactive Cinema and Interactive TV
Chapter 15 -Smart Toys and Life-Like Robots
PART 5 Immersive Media
Chapter 16 - What Are Immersive Media?
Chapter 17 - VR, AR , and Mixed Reality (XR)
Chapter 18 - Immersive Narratives and Immersive Spaces
Chapter 19 - Screen-Based Immersion
PART 6 Career Considerations
Chapter 20 - Working as a Digital Storyteller
Project Index
Subject Index
Preface
Acknowledgments
PART 1 New Technologies, New Creative Opportunities
Chapter 1 - Storytelling, Old and New
Chapter 2 - Backwater to Mainstream: The Growth of Digital Entertainment
PART 2 Creating Story-Rich Projects
Chapter 3 - Interactivity and Its Effects
Chapter 4 - Old Tools/New Tools
Chapter 5 - Characters, Dialogue, and Emotions
Chapter 6 - Structure in Digital Storytelling
Chapter 7 - Your Audience
Chapter 8 - Social Media and Storytelling
Chapter 9 - Guidelines: Creating a New Project
PART 3 Harnessing Digital Storytelling for Pragmatic Goals
Chapter 10 - Using Digital Storytelling to Teach, Promote, and Inform
PART 4 Media and Models: Under the Hood
Chapter 11 - Video Games
Chapter 12 - The Internet
Chapter 13 - Mobile Devices and Apps
Chapter 14 - Interactive Cinema and Interactive TV
Chapter 15 -Smart Toys and Life-Like Robots
PART 5 Immersive Media
Chapter 16 - What Are Immersive Media?
Chapter 17 - VR, AR , and Mixed Reality (XR)
Chapter 18 - Immersive Narratives and Immersive Spaces
Chapter 19 - Screen-Based Immersion
PART 6 Career Considerations
Chapter 20 - Working as a Digital Storyteller
Project Index
Subject Index
Foreword
Preface
Acknowledgments
PART 1 New Technologies, New Creative Opportunities
Chapter 1 - Storytelling, Old and New
Chapter 2 - Backwater to Mainstream: The Growth of Digital Entertainment
PART 2 Creating Story-Rich Projects
Chapter 3 - Interactivity and Its Effects
Chapter 4 - Old Tools/New Tools
Chapter 5 - Characters, Dialogue, and Emotions
Chapter 6 - Structure in Digital Storytelling
Chapter 7 - Your Audience
Chapter 8 - Social Media and Storytelling
Chapter 9 - Guidelines: Creating a New Project
PART 3 Harnessing Digital Storytelling for Pragmatic Goals
Chapter 10 - Using Digital Storytelling to Teach, Promote, and Inform
PART 4 Media and Models: Under the Hood
Chapter 11 - Video Games
Chapter 12 - The Internet
Chapter 13 - Mobile Devices and Apps
Chapter 14 - Interactive Cinema and Interactive TV
Chapter 15 -Smart Toys and Life-Like Robots
PART 5 Immersive Media
Chapter 16 - What Are Immersive Media?
Chapter 17 - VR, AR , and Mixed Reality (XR)
Chapter 18 - Immersive Narratives and Immersive Spaces
Chapter 19 - Screen-Based Immersion
PART 6 Career Considerations
Chapter 20 - Working as a Digital Storyteller
Project Index
Subject Index
Preface
Acknowledgments
PART 1 New Technologies, New Creative Opportunities
Chapter 1 - Storytelling, Old and New
Chapter 2 - Backwater to Mainstream: The Growth of Digital Entertainment
PART 2 Creating Story-Rich Projects
Chapter 3 - Interactivity and Its Effects
Chapter 4 - Old Tools/New Tools
Chapter 5 - Characters, Dialogue, and Emotions
Chapter 6 - Structure in Digital Storytelling
Chapter 7 - Your Audience
Chapter 8 - Social Media and Storytelling
Chapter 9 - Guidelines: Creating a New Project
PART 3 Harnessing Digital Storytelling for Pragmatic Goals
Chapter 10 - Using Digital Storytelling to Teach, Promote, and Inform
PART 4 Media and Models: Under the Hood
Chapter 11 - Video Games
Chapter 12 - The Internet
Chapter 13 - Mobile Devices and Apps
Chapter 14 - Interactive Cinema and Interactive TV
Chapter 15 -Smart Toys and Life-Like Robots
PART 5 Immersive Media
Chapter 16 - What Are Immersive Media?
Chapter 17 - VR, AR , and Mixed Reality (XR)
Chapter 18 - Immersive Narratives and Immersive Spaces
Chapter 19 - Screen-Based Immersion
PART 6 Career Considerations
Chapter 20 - Working as a Digital Storyteller
Project Index
Subject Index