000 | 02624cam a22003495i 4500 | ||
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999 |
_c19900 _d19872 |
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001 | 18007759 | ||
003 | EG-ScBUE | ||
005 | 20200812135845.0 | ||
008 | 140115s2014 maua f bd 001 0 eng d | ||
020 | _a9780415836944 (paperback) | ||
040 |
_aDLC _beng _erda _cDLC _dDLC _dEG-ScBUE |
||
082 | 0 | 4 |
_a006.7 _bMIL _222 |
100 | 1 |
_aMiller, Carolyn Handler, _eauthor. _938573 |
|
245 | 1 | 0 |
_aDigital storytelling : _ba creator's guide to interactive entertainment / _cby Carolyn Handler Miller. |
250 | _aThird edition. | ||
264 | 1 |
_aBurlington, MA ; _aOxon : _bFocal Press / Taylor & Francis Group, _c2014. |
|
300 |
_axx, 546 pages : _billustration ; _c24 cm |
||
336 |
_atext _btxt _2rdacontent |
||
337 |
_aunmediated _bn _2rdamedia |
||
338 |
_avolume _bnc _2rdacarrier |
||
500 | _aIncludes glossary. | ||
504 | _aIncludes bibliographical references and index. | ||
520 | _a"Digital Storytelling shows you how to create immersive, interactive narratives across a bevy of platforms, devices, and media. From age-old, storytelling techniques to cutting-edge development processes, this book covers creating stories for all forms of entertainment like social media, transmedia, games, apps, and second screen experiences. The way a story is told, a message is delivered, or a narrative is navigated has changed dramatically over the last few years. Stories are told through video games, interactive books, and social media. Stories are told on all sorts of different platforms and through all sorts of different devices. They're immersive, letting the reader interact with the story, letting the reader shape the story themselves. This book features case studies that cover a multitude of platforms and different story types. It also shows you how to plan processes for developing interactive narratives for all forms of entertainment and messaging: advertising, education, and interactive cinema. Digital Storytelling features interviews with some of the industry's biggest names, showing you how they build and tell their stories New to this edition: - Coverage of new augmented reality programs and motion-based devices like Google Glass and Kinect. - Creating stories that use 'gamification.' - Stories told through mobile games. - Developing stories focused on a whole new generation of audiences. "-- | ||
650 | 7 |
_aInteractive multimedia. _2BUEsh |
|
650 | 7 |
_aStorytelling _xData processing. _2BUEsh _924892 |
|
650 | 7 |
_aDigital storytelling. _2BUEsh |
|
651 | _2BUEsh | ||
653 |
_bCOMAME _cJune2015 _cOctober2015 |
||
653 |
_bCOMAME _cJuly2020 |
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655 |
_vReading book _934232 |
||
942 |
_2ddc _cBB |