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Transmedia: Storytelling for the Digital Age
a look at the creative and technical worlds of immersive storytelling
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Eve Online: how a virtual world went to the edge of apocalypse and back

Eve Online: how a virtual world went to the edge of apocalypse and back | Transmedia: Storytelling for the Digital Age | Scoop.it
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Simon Parkin:  "The video game Eve Online is one of Iceland’s biggest exports and has become the world’s largest living work of science fiction. While rival games have come and gone, it has survived – thanks to a unique experiment in democracy."

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Google's 'Ingress' and 'Endgame': What's next?

Google's 'Ingress' and 'Endgame': What's next? | Transmedia: Storytelling for the Digital Age | Scoop.it
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Todd Martens:  "For Google, “Ingress,” born in the technology giant’s Niantic Labs, is just the beginning.  The company will later this year unleash another so-called augmented reality title, “Endgame,” this one a collaboration with author James Frey. “Endgame” is even more ambitious, as it exists first as a Frey-co-authored book (“Endgame: The Calling”) and seeks to ask questions regarding the future of technology and storytelling."

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Linda Dougherty's curator insight, April 28, 10:23 AM

Just super cool!  Now I see what those badges listed on the Google merchandise pages are connected to. Can you imagine building a virtual game for teens based on a YA novel? 

Julie Midyett's curator insight, April 28, 10:45 AM

Interesting!  

siobhan-o-flynn's curator insight, May 12, 12:39 PM

Frey''s being a little bit of an idiot re "nobody telling stories  in a 21st century way...."

 

“We’re in the 21st century, but nobody is telling stories in a 21st century way,” Frey said Saturday in Pasadena. Augmented reality games use technology, in this case a mobile phone, to present an altered view of the physical world.

“Nobody is considering technology when you tell a story,” Frey said. “A search result on Google can be part of a story. A picture on Google Image can be part of a story. A character in a YouTube video can also be in a book. The future is this merging of storytelling and technology and the real world.”

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Finding the most impactful video games with a higher calling

Finding the most impactful video games with a higher calling | Transmedia: Storytelling for the Digital Age | Scoop.it
The Digital Rocking Chair's insight:


Chelsea Stark:  "The 'Games for Change Awards' seeks to honor games that inspire change from many different backgrounds and styles."

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'House of Cards' And Video Games: Product Placement Or Plot Point?

'House of Cards' And Video Games: Product Placement Or Plot Point? | Transmedia: Storytelling for the Digital Age | Scoop.it
The Digital Rocking Chair's insight:


Paul Tassi:  "Unlike many out there, I don’t believe the validity of video gaming as an adult pastime lives and dies by its depiction in other forms of media, especially television. And yet, there is something to be said about a nuanced portrayal of a non-traditional gamer in a show like House of Cards, even if it only gets it right some of the time."

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Christophe Peckeu's curator insight, March 12, 5:11 AM

The Digital Rocking Chair's insight:

 

Paul Tassi:  "Unlike many out there, I don’t believe the validity of video gaming as an adult pastime lives and dies by its depiction in other forms of media, especially television. And yet, there is something to be said about a nuanced portrayal of a non-traditional gamer in a show like House of Cards, even if it only gets it right some of the time."

Marcus Ja'mol Norman's curator insight, April 14, 6:18 PM

Just started watching this show it is very interesting and video games play an important role in it.

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Why video game engines may power the future of film and architecture

Why video game engines may power the future of film and architecture | Transmedia: Storytelling for the Digital Age | Scoop.it
The Digital Rocking Chair's insight:


Chris Plante:  "Epic Games, the company best known for Gears of War, has a very different plan for this generation of video games — one that expands far beyond what games are typically assumed to be."

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Are freemium games focusing too much on monetisation and not enough on fun?

Are freemium games focusing too much on monetisation and not enough on fun? | Transmedia: Storytelling for the Digital Age | Scoop.it
The Digital Rocking Chair's insight:


Stuart Dredge:  "As developers try to make money by creating Candy Crush clones, free-to-play mobile games are in danger of creative stagnation" ...

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The evolution of gaming, from the console to the cloud

The evolution of gaming, from the console to the cloud | Transmedia: Storytelling for the Digital Age | Scoop.it
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Eli Epstein:  "From the laboratory to arcades and, later, onto shelves and into the cloud, video games have radically evolved in the past 50 years."

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What Nintendo Did Right and Wrong With Its Amiibo Figurines

What Nintendo Did Right and Wrong With Its Amiibo Figurines | Transmedia: Storytelling for the Digital Age | Scoop.it
The Digital Rocking Chair's insight:


Chris Kohler:  "Nintendo's Amiibo, its entry into the "toys-to-life" gaming accessory business that also includes Activision's Skylanders and Disney's Infinity, seems to be off to a fairly good start. But it could have been much better."

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Dragon Age: Inquisition Evokes Interactive Storytelling

Dragon Age: Inquisition Evokes Interactive Storytelling | Transmedia: Storytelling for the Digital Age | Scoop.it
The Digital Rocking Chair's insight:


Chris Suellentrop:  "Dragon Age: Inquisition shows that sophisticated storytelling in video games has become commonplace even as it remains the most experimental and contentious aspect of the medium."

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David Collet's curator insight, November 24, 2014 8:50 PM

This is a new technology that is just getting started. Huge start-up costs. But... it is an opportunity for a creative young person to be in position to carve a niche for themselves.

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Microsoft Minecraft Purchase Is About Social Media, Not Gaming

Microsoft Minecraft Purchase Is About Social Media, Not Gaming | Transmedia: Storytelling for the Digital Age | Scoop.it
The Digital Rocking Chair's insight:


Jonathan Salem Baskin:  "Definitions and labels get confused when we describe technologies that enable social experience, and it’s particularly evident in the way we’re talking about Microsoft’s $2.5 billion purchase of Minecraft."

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Vāc Communications's curator insight, September 25, 2014 11:07 PM

A friends kid called the end to Minecraft as he knows and loves it. Even a 9 year old notes that this was a social media grab, not a gaming or graphics anything.

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What’s Twitch? Gamers Know, and Amazon Is Spending $1 Billion on It

What’s Twitch? Gamers Know, and Amazon Is Spending $1 Billion on It | Transmedia: Storytelling for the Digital Age | Scoop.it
The Digital Rocking Chair's insight:


Nick Wingfield:  "Twitch, a hugely popular streaming video service, has helped turn gaming into a spectator event as much as a participatory activity."

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Víctor Farré's curator insight, August 28, 2014 6:40 AM

Ver cómo otros juegan: el nuevo entretenimiento. Jugar para que otros lo vean.  Unos juegan, otros miran la red lo hace posible. Dependientes de la red. Sólo empieza.

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What It Takes For A Great Film Director to Make a Great Video Game

What It Takes For A Great Film Director to Make a Great Video Game | Transmedia: Storytelling for the Digital Age | Scoop.it



The Digital Rocking Chair's insight:


Rob Manuel:  "Guillermo del Toro surprised gamers this week [August 16] by revealing that his newest project will be a "Silent Hill" sequel. But there's no guarantee that that the same skills needed to direct a film apply to video game design."

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Henrik Safegaard - Cloneartist's curator insight, August 26, 2014 5:06 AM

Believe it or not, the biggest gaming event in the world happened this week. But San Francisco didn't see any more traffic than usual and New York barely saw an extra gamer enter the city -- no, the biggest event in the world was in GamesCom in Germany.


Click to check it out.

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Whyfinding: what pervasive gaming has taught me about 3D videogame design

Whyfinding: what pervasive gaming has taught me about 3D videogame design | Transmedia: Storytelling for the Digital Age | Scoop.it
The Digital Rocking Chair's insight:


Christy Dena:  "In this post I’ll describe my problem with (some) videogames, how I figured out the nature of the problem, and what it means."

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Helen Teague's curator insight, August 3, 2014 9:15 AM

Extremely interesting discussion by Christy Dena about pervasive games, the fictional world we create overlaps with the player’s world. Dena includes external links to important studies and resources. I did not know what QWOP meant until this post (QWOP is a 2008 ragdoll-based Flash game created by former Cut Copy bassist Bennett Foddy. Players control an athlete named "Qwop" using only the Q, W, O, and P keys)

Jeni Mawter's curator insight, August 11, 2014 2:29 AM

Christy Dena shares her insights.

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Life Is Strange: episodic video games prove as addictive as episodic TV

Life Is Strange: episodic video games prove as addictive as episodic TV | Transmedia: Storytelling for the Digital Age | Scoop.it
The Digital Rocking Chair's insight:


Calum Marsh:  "Games structured like prestige TV shows present unique difficulties – having to essentially build different games – but also unique opportunities: ‘It’s really cool to be able to react to what your community likes about it as you’re making it’"

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Fausto Cantu's curator insight, April 29, 6:47 PM

Videojuegos episódicos prueban ser igual de adictivos que los episodios de la tele

Dean Meyers's curator insight, April 30, 8:53 AM

Interesting transformation of gaming, from MORP (Massive Online Role Playing) to episodic video games--the biggest factors being the visuals and the size of the playing field. However, it does still depend on engaging storytelling, the invitation to suspend disbelief, and come into the world of the characters on screen.


As episodic TV grew out of episodic radio which grew out of serialized stories in newspapers (look up Charles Dickens, for instance), it's not surprising that harnessing the video tools used in adventure gaming can be used for this mode of gaming.


On to the holodeck!

James Coombes's curator insight, May 2, 8:08 AM

“Players,” Guilbert concludes, “are looking for something new. They’re tired of playing the same kind of games all the time. What we want to bring them is something different, something slower, more poetic, more nostalgic – something which isn’t so present on the market.”

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Minecraft and The Future of Transmedia Learning

Minecraft and The Future of Transmedia Learning | Transmedia: Storytelling for the Digital Age | Scoop.it
The Digital Rocking Chair's insight:


Barry Joseph:  "When my 8-year-old son typed “epic headshop at 31;65” into the command prompt, I realized the Minecraft I knew was dead. In its place something new had emerged. If I wanted to keep using it as a vehicle for advancing learning goals, it was high time for a serious reevaluation."

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Dr. Pamela Rutledge's curator insight, April 24, 2:33 PM

An excellent article that explores the link between Minecraft and the concept of transmedia education.  It underscores the importance of defining transmedia as a cross-media experience and critical 21st century literacy (and not immediately escalating to images of a Hollywood franchise).  It also contains links to a couple of very good 'transmedia education' resources if you haven't read them.

Mónica Beloso's curator insight, April 24, 7:34 PM

añada su visión ...

Minna Kilpeläinen's curator insight, May 3, 4:05 PM
Barry Joseph: "Transmedia play “involves experimentation with and participation in a transmedia experience, but also applies to media that has no storyline, such as open-ended video games.” Open-ended games like Minecraft."
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Virtual reality is not the (immediate) future of film

Virtual reality is not the (immediate) future of film | Transmedia: Storytelling for the Digital Age | Scoop.it
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Jessica Conditt:  "Virtual reality was the belle of this year's Sundance Film Festival. Immersive exhibitions displayed on face-hugging headsets told powerful stories in lifelike worlds, in 360 degrees and with the viewer in control of the camera. [ ... ]  But, now, the buzz is fading and a question remains: Do filmmakers in Hollywood think that virtual reality is the future of cinema?"

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Feng Haoxuan's curator insight, March 22, 8:42 PM



Virtual reality as a new technology have be know by more people these year, with more money and attritions be taken for on this technology, virtual reality will not only be limited on games or movies filed, it will give user more reality experiences.

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3 Transmedia Tips From The Most Addictive Mobile Game Ever

3 Transmedia Tips From The Most Addictive Mobile Game Ever | Transmedia: Storytelling for the Digital Age | Scoop.it

Via siobhan-o-flynn
The Digital Rocking Chair's insight:


Lee Robinson:  "In essence, the game [The Simpsons Tapped Out] allows the show’s creators to transcend their narratives from one media platform (TV) to the other (Mobile Game)."

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Quantum Break – AAA Transmedia Binge Viewing

Quantum Break – AAA Transmedia Binge Viewing | Transmedia: Storytelling for the Digital Age | Scoop.it

Via siobhan-o-flynn
The Digital Rocking Chair's insight:


Lee Robinson:  "For any gamers who are still unaware of what Quantum Break is, it’s an upcoming Transmedia AAA game and live action TV show, exclusive to the Xbox One."

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“Gamerliness” – How Games Can Evolve By Looking Inward

“Gamerliness” – How Games Can Evolve By Looking Inward | Transmedia: Storytelling for the Digital Age | Scoop.it
The Digital Rocking Chair's insight:


Mary Lee Sauder:  "If you’ve ever studied art, you may have heard the term “painterliness,” used to describe works of art that derive meaning from drawing attention to the fact that they are just paint on a canvas or clay molded by human hands."

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The Art of Storytelling in Gaming

The Art of Storytelling in Gaming | Transmedia: Storytelling for the Digital Age | Scoop.it
The Digital Rocking Chair's insight:


Kamal Sinclair:  "Games have done more work to pioneer best practices in interactive and participatory storytelling than any medium since the ancient theater traditions. Still, questions continue to circulate about its ability to match other mediums in terms of complex and cathartic stories, nuanced and fully evolved characters, and empathy."

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Jeni Mawter's curator insight, January 26, 7:24 PM

As story telling in gaming gets more sophisticated it will have a flow on effect to storytelling in all types of narratives.

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Gaming communities can self-police against bigotry, research shows

Gaming communities can self-police against bigotry, research shows | Transmedia: Storytelling for the Digital Age | Scoop.it
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Keith Stuart:  "Games industry professionals can make gaming communities more tolerant by actively promoting and exhibiting inclusive values, according to new research. "

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The (Fun, Violent) History Lesson Inside "Assassin's Creed Unity"

The (Fun, Violent) History Lesson Inside "Assassin's Creed Unity" | Transmedia: Storytelling for the Digital Age | Scoop.it
The Digital Rocking Chair's insight:


Jeff Beer:  "You're running through the streets of Paris. The year is 1789 and you've just killed a guy with your bare hands. The question is, do you care if the graffiti you just sprinted past is historically accurate? Ubisoft does."

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David Collet's curator insight, October 23, 2014 8:18 PM

Fun. Serious. Innovative. Has integrity. 

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Nick Dorra: What can TV learn from Minecraft?

Nick Dorra: What can TV learn from Minecraft? | Transmedia: Storytelling for the Digital Age | Scoop.it
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Nick Dorra:  "Kids love the world-famous user-generated video game. Rovio/Angry Birds' Dorra explains how Minecraft can inspire TV too"

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Game Changer: What Society Can Learn From The Economics Of Video Games

Game Changer: What Society Can Learn From The Economics Of Video Games | Transmedia: Storytelling for the Digital Age | Scoop.it


The Digital Rocking Chair's insight:

Ben Reeves:  "Many game theorists and economists are beginning to realize that video games have something more significant to teach us about our societies."

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The DeanBeat: The best video games are becoming part of something larger

The DeanBeat: The best video games are becoming part of something larger | Transmedia: Storytelling for the Digital Age | Scoop.it

Via siobhan-o-flynn
The Digital Rocking Chair's insight:


Dean Takahashi:  "The biggest game companies are thinking bigger when it comes to transmedia entertainment."

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