Recent prototype headsets offer great promise for narrative experience but can they also support the social side of entertainment? Most entertainment--from gaming to films--is a shared experience physically as well as across social media.
Google's wonderful Storytellers Ad celebrates more than storytellers. It celebrates the fact that previously specialized knowledge is available to everyone, liberating not just creativity but the belief that we can all tell our stories and people will listen. The ad uses the narrative from Andrew Stanton's TEDTalk on storytelling, few people explain the fundamental nature of humans as storytellers better.
Great article by Frank Rose. Of particular interest to me was the underground map showing the linkages between the various areas of storytelling. First, I'm always interested in how stories translate into visual representation. Second, when you look at different 'stops on the lines' you can see how quickly the world is becoming transmedia, to the point of making that term redundant or perhaps equivalent to a 'coordinated and creative use of media tools to craft and extend a story.' We might more accurately the underground stops hubs and nodes given the interretlationships among platforms and the increasingly blurry boundaries that aren't shown. However the subway/underground metaphor more clearly allows content to ride a type of media. Yet Mad Men, for example, really intersects other lines because , among other things, of fan co-creation. The map itself raises interesting questions, such as where do you define 'real world'? Is that a marker of the story's origins or where it is experienced? But any visual metaphor or article that gets you asking good questions is effective in my book. And Frank is always good at that.
Eddie Rehfeldt: "Breaking News: the search for a better narrative format for the internet is now available. Ben Decker once said “the internet is not just another TV pipe” and this was made apparent at SXSWi in Austin last week."
The lines at SxSW definitely tell the story: this isn't just the year of the story, it's the decade of coordinated, additive and interactive storytelling across multiple media channels for everything from entertainment and branding to education and journalism. It all starts with the story.
Chuck Wendig: "Okay, what follows are really just mottos or sayings or made-up platitudes that I happen to live by, and for all I know I’ll only live by them for a couple weeks until I realize they comprise a fetid heap of horseshit. But, I thought I’d like to write them down just the same" ...
Great infographic on storytelling! Every stage of technology amplifies the input to the brain, increasing our multi-sensory experience. The chart says ARGs blur the line between fantasy and reality, but our ability to project emotions and presence (i.e. narrative transportation) have allowed us to blur that line from the beginning in a well-told story.
MIT 'wearable' book redefines multisensory media. Interesting that article doesn't mention how they established the psychology - defining emotions, the physiological reaction of the emotions (or even how they know where the reader is on the page--maybe it's one emotion per page) but it's a stunning peek into the potential of combining technology with storytelling. It's also another example of the importance of psychology as technology allows us to augment personal experience. (Might even raise interesting ethical issues of impact of emotional response on different individuals. Potential as therapeutic device to reset positive emotions. Would it work in reverse, too?)