- Page 2 and 3: Digital Storytelling
- Page 4 and 5: Digital Storytelling A Creator’s
- Page 6 and 7: I dedicate this book to my husband,
- Page 8 and 9: Table of Contents FOREWORD ix PREFA
- Page 10 and 11: Foreword By Ken Goldstein Something
- Page 12 and 13: Foreword xi many years of opinions,
- Page 14 and 15: Preface AN ANCIENT CRAFT This book
- Page 16 and 17: Preface xv pocket-sized wireless de
- Page 18 and 19: Acknowledgments A great many people
- Page 20 and 21: PART ONE New Technologies, New Crea
- Page 22 and 23: CHAPTER 1 Interactive Storytelling:
- Page 24 and 25: Chapter 1 Death and Rebirth in Rit
- Page 26 and 27: Chapter 1 Powerful Reenactments in
- Page 28 and 29: Chapter 1 Interactivity and Games
- Page 30 and 31: Chapter 1 Nonlinear Fiction in Lit
- Page 32 and 33: Chapter 1 Nonlinear Drama in Theat
- Page 34 and 35: CHAPTER 2 Backwater to Mainstream:
- Page 36 and 37: Chapter 2 A Brief History of the C
- Page 38 and 39: Chapter 2 The Birth of the Interne
- Page 40 and 41: Chapter 2 The First Video Games 21
- Page 42 and 43: Chapter 2 Interactive Television 2
- Page 44 and 45: Chapter 2 Interactive Cinema 25 ta
- Page 48 and 49: Chapter 2 Pioneering Interactive T
- Page 50 and 51: Chapter 2 Pioneering Interactive T
- Page 52 and 53: Chapter 2 Developing the First Tit
- Page 54 and 55: Chapter 2 The Impact on Older Form
- Page 56 and 57: Chapter 2 Conclusion 37 CONCLUSION
- Page 58 and 59: CHAPTER 3 Moving Toward Convergence
- Page 60 and 61: Chapter 3 The Corporate Marriage o
- Page 62 and 63: Chapter 3 Wireless Devices 43 of t
- Page 64 and 65: Chapter 3 Other Approaches to Inte
- Page 66 and 67: Chapter 3 Adaptation 47 including
- Page 68 and 69: Chapter 3 ‘‘Soft’’ Converg
- Page 70 and 71: IDEA-GENERATING EXERCISES Chapter 3
- Page 72 and 73: PART TWO Creating Entertainment- Ri
- Page 74 and 75: CHAPTER 4 Interactivity and Its Eff
- Page 76 and 77: Chapter 4 Lean Back Versus Lean Fo
- Page 78 and 79: Chapter 4 Immersion 59 Figure 4.1
- Page 80 and 81: Chapter 4 How Interactivity Impact
- Page 82 and 83: Chapter 4 The Great Story and Game
- Page 84 and 85: Chapter 4 Games as Abstract Storie
- Page 86 and 87: Chapter 4 Stories That Are not Gam
- Page 88 and 89: Chapter 4 Idea-Generating Exercise
- Page 90 and 91: CHAPTER 5 Old Tools/New Tools What
- Page 92 and 93: Chapter 5 Learning from Games 73 T
- Page 94 and 95: Chapter 5 Learning from Aristotle
- Page 96 and 97:
Chapter 5 Increasing Tension 77 he
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Chapter 5 A Screenwriter’s View
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Chapter 5 How Much Story 81 spelli
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Chapter 5 Ten New Tools 83 is inte
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Chapter 5 Ten New Tools 85 Typical
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Chapter 5 Conclusion 87 that uses
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CHAPTER 6 Characters, Dialogue, and
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Chapter 6 Enduring Characters 91 F
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Chapter 6 Point of View 93 reach a
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Chapter 6 Characteristics of the P
- Page 116 and 117:
Chapter 6 Creating Worthy Opponent
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Chapter 6 Unique Digital Character
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Chapter 6 Ways to Allow for Charac
- Page 122 and 123:
Chapter 6 Techniques for Developin
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Chapter 6 Adapting Characters from
- Page 126 and 127:
Chapter 6 Advanced Synthetic Chara
- Page 128 and 129:
Chapter 6 Dialogue and Other Forms
- Page 130 and 131:
Chapter 6 Interactive Dialogue 111
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Chapter 6 Guidelines for Verbal Co
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Chapter 6 The Role of Emotion 115
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Chapter 6 Idea-Generating Exercise
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CHAPTER 7 Structure in Interactive
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Chapter 7 The Basic Building Block
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Chapter 7 Types of Choices 123 TYP
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Chapter 7 The Critical Story Path
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Chapter 7 Modular Structures 127 F
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ROUNDED AND ANGULAR MODELS Chapter
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Chapter 7 Which Is Right 131 Figur
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Chapter 7 Idea-Generating Exercise
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CHAPTER 8 Blending Entertainment wi
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Chapter 8 Rewards 137 looked just
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Chapter 8 The Perceived Value of E
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Chapter 8 Mixing in the Entertainm
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Chapter 8 But What About More Adva
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Chapter 8 Breaking New Ground in I
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Chapter 8 Information and Interact
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Chapter 8 Other Infotainment Appro
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Chapter 8 Can Interactive Training
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Chapter 8 Online Education 153 on
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Chapter 8 Blending Promotion and E
- Page 176 and 177:
Chapter 8 Tackling a Project That
- Page 178 and 179:
CHAPTER 9 Tackling Projects for Chi
- Page 180 and 181:
Chapter 9 Understanding the Young
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Chapter 9 Help from Other Experts,
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Chapter 9 Age Appropriateness and
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Chapter 9 The Parents’ Point of
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Chapter 9 Branding 169 - Fantasy g
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Chapter 9 Original Properties 171
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Chapter 9 The Use of Humor 173 Fig
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Chapter 9 The Seven Death Kisses 1
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Chapter 9 The Anti-Death Kiss Stra
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Chapter 9 The Anti-Death Kiss Stra
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Chapter 9 Conclusion 181 before fi
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CHAPTER 10 Creating a New Project:
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SOME ALL-TOO-COMMON ERRORS Chapter
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Chapter 10 Who Is on the Team 187
- Page 208 and 209:
Chapter 10 Other Early Decisions 1
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Chapter 10 A Ten-Step Development
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Chapter 10 Documents and Artwork 1
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Chapter 10 Documents and Artwork 1
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Chapter 10 Documents and Artwork 1
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Chapter 10 Documents and Artwork 1
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Chapter 10 Documents and Artwork 2
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Chapter 10 Specialized Documents a
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Chapter 10 Idea-Generating Exercis
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PART THREE Media and Models: Under
- Page 228 and 229:
CHAPTER 11 Video Games What are som
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Chapter 11 The Major Genres of Gam
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Chapter 11 The Major Genres of Gam
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Chapter 11 Game Developers and Hol
- Page 236 and 237:
Chapter 11 Today’s Games 217 Fig
- Page 238 and 239:
Chapter 11 What Makes Video Games
- Page 240 and 241:
Chapter 11 What Can We Learn from
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Chapter 11 Idea-Generating Exercis
- Page 244 and 245:
CHAPTER 12 Massively Multiplayer On
- Page 246 and 247:
Chapter 12 The Origins of Today’
- Page 248 and 249:
Chapter 12 A Player’s Point of V
- Page 250 and 251:
Chapter 12 Essential Questions 231
- Page 252 and 253:
Chapter 12 Designing a MMOG for a
- Page 254 and 255:
Chapter 12 Early Development Work
- Page 256 and 257:
Chapter 12 The Characters 237 The
- Page 258 and 259:
Chapter 12 The Role of the Treadmi
- Page 260 and 261:
Chapter 12 Conclusion 241 planning
- Page 262 and 263:
CHAPTER 13 The Internet What are th
- Page 264 and 265:
Chapter 13 The Quest for ‘‘Sti
- Page 266 and 267:
Chapter 13 TV as a Role Model 247
- Page 268 and 269:
Chapter 13 Drawing from Traditiona
- Page 270 and 271:
Chapter 13 Promotion-Based Enterta
- Page 272 and 273:
Chapter 13 Other Entertaining Prom
- Page 274 and 275:
Chapter 13 Using Entertainment to
- Page 276 and 277:
Chapter 13 Idea-Generating Exercis
- Page 278 and 279:
CHAPTER 14 Interactive Television W
- Page 280 and 281:
Chapter 14 Major Hurdles 261 Many
- Page 282 and 283:
Chapter 14 General Lessons 263 His
- Page 284 and 285:
Chapter 14 Setting Objectives 265
- Page 286 and 287:
Chapter 14 Applying iTV to Drama 2
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Chapter 14 The Dual-Screen Experie
- Page 290 and 291:
Chapter 14 Dimensionalizing a Dram
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Chapter 14 Dimensionalizing a Dram
- Page 294 and 295:
CHAPTER 15 Cross-Media Productions
- Page 296 and 297:
Chapter 15 A Different Approach to
- Page 298 and 299:
Chapter 15 The Origins of The Beas
- Page 300 and 301:
Chapter 15 An Enormous Gamble 281
- Page 302 and 303:
Chapter 15 The Puzzles 283 Figure
- Page 304 and 305:
Chapter 15 The Player-Creator Rela
- Page 306 and 307:
Chapter 15 The Power of the Puzzle
- Page 308 and 309:
Chapter 15 Majestic Wades into the
- Page 310 and 311:
Chapter 15 What Went Wrong 291 380
- Page 312 and 313:
Chapter 15 The Integrated Media Ap
- Page 314 and 315:
Chapter 15 The Development Process
- Page 316 and 317:
Chapter 15 What Went Wrong 297 gam
- Page 318 and 319:
Chapter 15 Other Approaches to Cro
- Page 320 and 321:
Chapter 15 Using the Cross-Media A
- Page 322 and 323:
Chapter 15 Idea-Generating Exercis
- Page 324 and 325:
CHAPTER 16 Smart Toys What could sm
- Page 326 and 327:
Chapter 16 Making the Imaginary Re
- Page 328 and 329:
Chapter 16 Why Are Smart Toys Wort
- Page 330 and 331:
Chapter 16 The Challenges of Creat
- Page 332 and 333:
Chapter 16 The Place of Smart Toys
- Page 334 and 335:
Chapter 16 Considering Play Patter
- Page 336 and 337:
Chapter 16 The Toy Development Pro
- Page 338 and 339:
Chapter 16 Idea-Generating Exercis
- Page 340 and 341:
CHAPTER 17 Wireless Devices What ab
- Page 342 and 343:
Chapter 17 The Progenitor: A Snake
- Page 344 and 345:
Chapter 17 Wireless Devices and Pe
- Page 346 and 347:
Chapter 17 Wireless Entertainment
- Page 348 and 349:
Chapter 17 Wireless Entertainment
- Page 350 and 351:
Chapter 17 A Few Guidelines 331 Wh
- Page 352 and 353:
CHAPTER 18 Interactive Cinema Movie
- Page 354 and 355:
Chapter 18 Large-Screen Interactiv
- Page 356 and 357:
Chapter 18 A Sample Large-Screen E
- Page 358 and 359:
Chapter 18 Small-Screen Interactiv
- Page 360 and 361:
Chapter 18 Uncompressed: a Case St
- Page 362 and 363:
Chapter 18 The Hyperstory as a Veh
- Page 364 and 365:
Chapter 18 Nonfiction Interactive
- Page 366 and 367:
Chapter 18 Idea-Generating Exercis
- Page 368 and 369:
CHAPTER 19 Immersive Environments W
- Page 370 and 371:
Chapter 19 Where Did VR Come From
- Page 372 and 373:
Chapter 19 Using VR for Artistic E
- Page 374 and 375:
Chapter 19 Other Narrative Experim
- Page 376 and 377:
Chapter 19 VR in Other Endeavors 3
- Page 378 and 379:
Chapter 19 Hollywood and the Milit
- Page 380 and 381:
Chapter 19 Making the Story Come t
- Page 382 and 383:
Chapter 19 Idea-Generating Exercis
- Page 384 and 385:
CHAPTER 20 DVDs DVDs are most commo
- Page 386 and 387:
Chapter 20 The Special Features of
- Page 388 and 389:
Chapter 20 The Bonus Factor 369 Ye
- Page 390 and 391:
Chapter 20 Original Projects 371 f
- Page 392 and 393:
Chapter 20 Idea-Generating Exercis
- Page 394 and 395:
CHAPTER 21 Kiosks How can something
- Page 396 and 397:
Chapter 21 Developing Content for
- Page 398 and 399:
Chapter 21 Under Mickey’s Hat 37
- Page 400 and 401:
Chapter 21 Discover the Stories Be
- Page 402 and 403:
Chapter 21 Using Kiosks for an Inf
- Page 404 and 405:
Chapter 21 Harnessing the Kiosk to
- Page 406 and 407:
Chapter 21 Stepping into the Past
- Page 408 and 409:
PART FOUR Career Considerations
- Page 410 and 411:
CHAPTER 22 Working as a Digital Sto
- Page 412 and 413:
Chapter 22 Selling an Original Ide
- Page 414 and 415:
Chapter 22 Common Entry Points 395
- Page 416 and 417:
Chapter 22 Legal Considerations 39
- Page 418 and 419:
Chapter 22 Legal Considerations 39
- Page 420 and 421:
Chapter 22 Educating Yourself 401
- Page 422 and 423:
Chapter 22 Industry Events 403 hum
- Page 424 and 425:
Chapter 22 Some Pointers for a Car
- Page 426 and 427:
CHAPTER 23 Creating Your Own Showca
- Page 428 and 429:
Chapter 23 Considerations in Creat
- Page 430 and 431:
Chapter 23 Odd Todd: A Case Study
- Page 432 and 433:
Chapter 23 A Low-Tech, Low-Budget
- Page 434 and 435:
Chapter 23 Another Approach to Sho
- Page 436 and 437:
Chapter 23 Pointers for Making You
- Page 438 and 439:
Conclusion We have now reached the
- Page 440 and 441:
Glossary 3G third generation: See t
- Page 442 and 443:
Glossary 423 branching structure: A
- Page 444 and 445:
Glossary 425 electronic kiosk: A bo
- Page 446 and 447:
Glossary 427 in by a solo user, not
- Page 448 and 449:
Glossary 429 natural language inter
- Page 450 and 451:
Glossary 431 RT3D: See real-time 3D
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Additional Readings The following b
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Subject Index Note: For specific pr
- Page 456 and 457:
Subject Index 437 common entry poin
- Page 458 and 459:
Subject Index 439 Database narrativ
- Page 460 and 461:
Subject Index 441 Game content, in
- Page 462 and 463:
Subject Index 443 Internet; see als
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Subject Index 445 launching a new M
- Page 466 and 467:
Subject Index 447 Scent necklace, 1
- Page 468 and 469:
Subject Index 449 Trubshaw, Roy, 19
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Project Index 405, 250-251 AI game,
- Page 472:
Project Index 453 Tamagotchi (Virtu