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Keith Stuart: Jane Austen's novel is effectively all about systems and subterfuge; so we're halfway there already
In honour of the 200th anniversary of Jane Austen's Pride and Prejudice ....
Are you sure you want to delete this scoop?
Well, people are already playing these kinds of immersive world games in Second Life, and people are already studying the effects of "levelling up" social relationships within world games like Second Life. This writer might want to check out 1920s Berlin in SL or the new Russian historical sim, or one of the many French courts in which one may learn and practice courtly manners.
And besides, Red Dwarf already had "Pride and Prejudice Land" in 1997, and Kryten was able to win the game with a bulldozer...
add your insight...
i believe so. yes. Just look at the success of The Walking Dead game, and you will understand that the medium is ready for more interactive drama.
Welcome to Transmedia: Storytelling for the Digital Age …
Here, you'll not only find articles on the many facets of transmedia storytelling, but also articles exploring the creative and technical achievements of individual platforms. If you would like to know more about my approach to curating this topic, then please follow the title link to Scoop.it's Lord of Curation Series. I really enjoy your support and hope you find the articles that I share as interesting and useful as I do.
Thank you Scoop.it for the recognition and acknowledgment, it is very much appreciated.
Tyler Weaver: "Writing exposition is the bane of a writer’s existence - what do I reveal, how much do I reveal, where do I reveal, when do I reveal, have I revealed too much. Tyler Weaver breaks it all down."
Posted on Script, a screenwriter's site.
Siobhán McHugh: "In a cultural milieu dominated by long-form television dramas such as Breaking Bad and Madmen, how has the apparently simple activity of audio storytelling gained such clout?"
visual in terms of visualizing what you hear :)
Amanda Hovious: "In transmedia storytelling, narrative is central to the story, which is told across multiple platforms, and may include sound, images, text, movie and gaming elements" ...
In transmedia storytelling, narrative is central to the story, which is told across multiple platforms, and may include sound, images, text, movie and gaming elements. The best part about it is that each of those elements plays an integral part of the narrative. And without experiencing all of those elements, you miss the full story. That’s what makes transmedia storytelling a powerful tool for 21st century literacy and learning.
A useful read for any digital content producers, service & strategic designers, gamers and full-service web agencies
Finally in 21st century, we could fullfill a dream in 19th century genious... :)
Dorristheloris: "People have been telling stories since they learned to communicate with each other. They’ve been recording stories since the first primitive figure was painted on a cave wall. There’s something instinctive and primal about the need to pass on your experiences, whether they be realistic or fantastical, to another or many other human beings."
Everything is about story-telling - people have lottle time these days for learning, thinking, considering, so the art is in the story-telling that holds attention and is highly visual
Yeah, yeah, we need stories
Frank Rose: "For a couple of years now, “transmedia” has been the buzzword most people use to define storytelling in the digital age" ...
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.
Stephan Vladimir Bugaj: "After Pixar story artist Emma Coats tweeted Pixar's 22 rules of storytelling in 2011, quite a few people have riffed off of those rules. In the case of Stephan Vladimir Bugaj, a Pixar employee of 12 years, he's decided to elaborate on them."
Change needs story, and few people are better at it than Pixar. Here's the scoop on how they do it!
The ultimate challenge: how to make audience feel it?
22 rules to rule the world
Emanuel Maiberg: "Videogames and sports are kissing cousins and are part of the same family of life known as play."
My first game that I felt fit Jane McGonigal's description of 'epic' was TV Sports Football. I really did not love football at the time. The the TV style 'reeled' me in. Pun intended :)
MIT Open Documentary Lab: "[Lance] Weiler is a boundary-pushing transmedia storyteller who has, among many notable achievements, directed and self-distributed innovative movies (The Last Broadcast, Head Trauma), created an ARG for Head Trauma, made the immersive storytelling short Pandemic, and founded the regular creative conference diy days and the transmedia company Reboot Stories."
Sara Wolozin, del laboratorio de documentales del MIT; conversa con Lance Weller. Se trata de un importante narrador transmedia que ha dirigido películas muy reconocidas entre los expertos del tema. Muy recomendable porque nos introduce en la trayectoria y experiencia de un realizador del tamaño de Weller.
Pete Pachal: "The inside story of how a small team of Doctor Who fans working for the BBC in the early 2000s helped get the show back on the air."
As we wait for tonight's Dr Who extravaganza, reflect on how a small, committted group can achieve miracles by working together.
doctor who #savetheday weekend. I need a Dr Appt ..
Mike Vogel: "UX is short for User Experience Design and since most transmedia projects are designed to create an interactive experience with the audience, you’d think transmedia would have UX nailed" ...
"Reality rarely exceeds expectations, and when it does, it begets expectations for the future. When I watched The Lizzie Bennet Diaries, I did not know what to expect, I don’t think anyone did—not even the creators" ...
Some interesting insights from Welcome to the Spinster House ...
Suggestions for transmedia
Sid Venkatesan, Gabriel Ramsey and Randy Wu: "On November 8, U.S. District Court Judge Claudia Wilken partially ruled in favor of a class of former Division I college athletes in finding that their antitrust claim for an injunction against the NCAA could proceed as a class action" ...
Alison Willmore: '"Mob City," TNT's miniseries from writer-director-executive producer Frank Darabont set in 1940s Los Angeles, premieres this Wednesday, and the network's trying out an unusual experiment to promote the three-week series -- an "adaptweetion" (their word!) in which the script for the first episode will be adapted for and published through Twitter."
an "adaptweetion"... ah ah ah. I have no idea what good it can do and see that mostly as a PR stunt so guys like me reshare it ;)
BUT who knows...
Sarah Salovaara: "As a continuation of Filmmaker‘s coverage on upcoming courses at the MINY Media Center by IFP, Starlight Runner CEO Jeff Gomez opted to share a few of his thoughts on why transmedia is no mere trend."
TBI Reporter: "Children’s love of great TV content shows no signs of abating but young audiences are becoming increasingly agnostic when it comes to the screen they use to find it, resulting in the line between app, game, toy and TV show blurring."
Although most of the biggest children’s TV properties of the moment are still the product of a traditional route to market, an increasing number of major brands from the app and web area have established themselves successfully on the TV screen...
David Colson: "Games have always fascinated me far more than any other medium of entertainment and art because of how many levels of interaction they have" ...
A very interesting article on creating storyworlds in video games.
Learning by doing or through play has always been a successful method - today it's the same but in digital format and far more engaging - will it have better results than non digital story telling / teaching methods?
Storytelling for games seems difficult because the original author has to come up with so many alternative endings. Whoever is playing the game hears and sees a story that is uniquely theirs. This type of interaction really does set gaming apart from other types of media, such as television and film. I believe this is what attracts people to games. –Aellise Czupryna
Brent Lang: 'Starlight Runner CEO Jeff Gomez also talks "Teenage Mutant Ninja Turtles" movie, "Agents of S.H.I.E.L.D."'
Sony Pictures Entertainment Co-Chairman Amy Pascal hinted last week that the studio has big plans for its “Spider-Man” franchise that might include launching a series of spin-off films based on the comic book’s other characters.
Click and read the story.
Sarah Salovaara: "As a consumer of new media – to say nothing of its makers – how does one go about keeping abreast of the emerging form's constant developments?"
Simon Staffans: "As online is becoming increasingly important for content creators, both as a way to tell stories, to reach customers and to gain new revenue, the challenges of working in a new environment are becoming apparent to many people in the television industry."
Mike Jones: "Like any narrative genre, Post-Apocalyptic fiction can be understood as a response to social fears - a metaphoric framework for exploring ideas about humanity that stem directly from where we are in the present day " ...
Daniel Burrus: "Augmented reality (AR) provides a live view of a physical, real-world environment whose are augmented by computer-generated input such as information, sound, video, graphics, or GPS data. AR has been in existence for quite a while" ...
Adding a social element to AR is another interesting development. For example, AR is being used by a start-up company in San Francisco called CrowdOptic that can recognize which direction a crowd of people have their phones pointing. They can then invite others using that app to see what all those phones are seeing. For example, at a NASCAR race, fans who can’t see the entire track could point their phones at a distant turn and get photos and videos gathered by others who are closer to the action.
Click to read more.
Depending how much effort is involved, augmented reality (AR) could be used for training delivery. What are some examples where AR makes some kinds of learning possible that were not so straightforward before?
Augmented reality is just starting to impact on the way we market and communicate with customers.
Sam Bailey: "As we've been looking at what's out there, we've been surprised by how few of these projects work in a tablet browser."
Indeed... Des réflexions intéressantes que je ne partage qu'en partie s'agissant de la France. Peut-être une question de taille de marché aussi, non ?
A look at how creative practitioners are using familiar social media tools as either standalone story platforms or as part of a wider story world.
Great article about using Facebook as a storytelling tool. Good advice too - use Facebook pages and not profiles.
FaceBook como herramienta del storytelling....
Excellents exemples d'usage des Facebook Pages pour faire du story telling
Steve Boxer: "They once wanted to emulate films. But now it is the movie industry that is adopting the technology of video games" ...
Video game technology and video games are acknowledged by Bafta now, and are rightly getting credit for what they are, which is extraordinary pieces of art.
Click tor read more.
Brian Pagán: "While the concept of user experience and the term UX have become ubiquitous in the workplace, most non-UX people still have the wrong idea about what it is."