Transmedia: Storytelling for the Digital Age
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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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Videogames are a remarkable artform that can help save UK culture

Videogames are a remarkable artform that can help save UK culture | Transmedia: Storytelling for the Digital Age | Scoop.it
The Digital Rocking Chair's insight:

 

Iain Simons:  "This remarkable new artform – the offspring of pretty much every media form that preceded it – has found its way into almost every part of our lives. For a form that’s so ubiquitous, progressive and so loved by many, it seems extraordinary that we still need to make a case for videogames as a key part of modern culture."

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How ClickHole Crafts the Web’s Most Hilarious Adventure Games

How ClickHole Crafts the Web’s Most Hilarious Adventure Games | Transmedia: Storytelling for the Digital Age | Scoop.it
The Digital Rocking Chair's insight:

 

Jake Muncy:  "ClickHole, the Buzzfeed-parodying offshoot of The Onion's satirical news enterprise, has, improbably, become a small haven for funny text-based games."

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Story Quarry 's curator insight, March 29, 1:58 PM

 

Jake Muncy:  "ClickHole, the Buzzfeed-parodying offshoot of The Onion's satirical news enterprise, has, improbably, become a small haven for funny text-based games."

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Do video games make children violent? Nobody knows – and this is why

Do video games make children violent? Nobody knows – and this is why | Transmedia: Storytelling for the Digital Age | Scoop.it
The Digital Rocking Chair's insight:

 

Rich Stanton:  "The sorry state of research into one of the world’s biggest entertainment industries is leaving us in the dark."

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garassini's curator insight, March 14, 7:04 PM

 

Rich Stanton:  "The sorry state of research into one of the world’s biggest entertainment industries is leaving us in the dark."

Maria Claudia Londoño D.'s curator insight, March 16, 1:50 AM

 

Rich Stanton:  "The sorry state of research into one of the world’s biggest entertainment industries is leaving us in the dark."

Pauline Gaudin's curator insight, March 23, 4:49 AM

 

Rich Stanton:  "The sorry state of research into one of the world’s biggest entertainment industries is leaving us in the dark."

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Remembering 'Portal,' Activision's Interactive Novel

Remembering 'Portal,' Activision's Interactive Novel | Transmedia: Storytelling for the Digital Age | Scoop.it
The Digital Rocking Chair's insight:


Jason D'Aprile:  "The word “interactive” tends to get taken for granted in gaming, but we seldom think about what it actually means. Or, more importantly, what it could mean" ....

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Alina Ghimpu-Hague's curator insight, March 1, 11:17 AM
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Quantum Break: games meet TV in the year's most experimental blockbuster

Quantum Break: games meet TV in the year's most experimental blockbuster | Transmedia: Storytelling for the Digital Age | Scoop.it
The Digital Rocking Chair's insight:


Keith Stuart:  "Part narrative adventure, part science fiction TV series, the latest game from Max Payne creator Remedy Entertainment shows us a new era of entertainment" ....

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The Design Of Episodic Games (Part II)

The Design Of Episodic Games (Part II) | Transmedia: Storytelling for the Digital Age | Scoop.it
The Digital Rocking Chair's insight:


Pascal Luban:  "Gameplay for episodic games:Questions to answer and pitfalls to avoid" ...

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There Is Real Fraud In The Underground Market For In-Game Virtual Goods

There Is Real Fraud In The Underground Market For In-Game Virtual Goods | Transmedia: Storytelling for the Digital Age | Scoop.it
The Digital Rocking Chair's insight:


Yinglian Xie:  "With the market booming so favorable, it is not surprising that online criminals have also found their way into the ecosystem and are creating a thriving underground market for in-game virtual goods. How do they pull this off? Here are a few attack techniques we’ve observed in the wild."

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Why can't we talk to the characters in games? Careful what you wish for...

Why can't we talk to the characters in games? Careful what you wish for... | Transmedia: Storytelling for the Digital Age | Scoop.it
The Digital Rocking Chair's insight:


The Guardian:  "Naomi Alderman imagines a future where we have created full artificial intelligence for video games. It may not be as entertaining as you think" ... 

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AI Storytelling and Its Future in Games

AI Storytelling and Its Future in Games | Transmedia: Storytelling for the Digital Age | Scoop.it
The Digital Rocking Chair's insight:


Damien Lawardorn:  "The real reason behind its creation [Scheherazade-IF], says Riedl, “is to probe the bounds of questions of how to get a computer to reason about, create, and understand narrative.” Given that humans are raised on stories, and make them a part of our everyday lives, Riedl’s goal is vital for any artificial intelligence if we want it to understand us."

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Vivalist's curator insight, December 28, 2015 5:41 AM

The article explore previous attempts to integrate AI decision making into story telling in games and their limitations.

 

But it's easy to see great potential in addition to procedural game world creation. So these vast world can be realistically populated.

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Fan culture and co-creation

Fan culture and co-creation | Transmedia: Storytelling for the Digital Age | Scoop.it
The Digital Rocking Chair's insight:


ABC Radio:  "Fans have long had a role in influencing and in some cases helping to shape the works of popular culture they adore. But when they get restless in the modern age, they now have the resources to take a piece of fiction and make it their own. Some content producers find that assertive approach threatening. But others, particularly in the gaming sector, have begun to embrace it."

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Kajsa Hartig's curator insight, December 8, 2015 2:46 AM

"Take a healthy dose of obsessive fan culture, throw in a whole array of digital production tools, add a writer/producer who's happy to share, mash it all together, and you’ve got the makings of a nice piece of co-creation."

Minna Kilpeläinen's curator insight, December 8, 2015 5:03 PM

In transmedia, fans are the ones that make the story alive.

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Legal Streaming: Build Your Audience Without Getting GG’ed

Legal Streaming: Build Your Audience Without Getting GG’ed | Transmedia: Storytelling for the Digital Age | Scoop.it
The Digital Rocking Chair's insight:


Seth Northrop and Li Zhu:  "Not only do [streaming] services provide a community for video game fanatics, streamers can earn good money through advertisement sharing and viewer donations, and can further leverage their growing popularity into brand deals or other sponsorships."

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Halo 5: Transmedia Works But It Comes With A Price

Halo 5: Transmedia Works But It Comes With A Price | Transmedia: Storytelling for the Digital Age | Scoop.it
The Digital Rocking Chair's insight:


Bryant Francis:  "For better and for worse, Halo 5 is the first Halo game to acknowledge those small ways of looking at the Halo universe. It's loaded with meaningful plot points and character beats extracted from context so far away you literally have to spend additional money elsewhere to understand it. This may be the insurmountable challenge that "transmedia" stories like Halo will face in going mainstream. But as someone who already bought in, it's rewarding to play a Halo game that in brief moments, celebrates the small ways of looking at its big galactic war."

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Nouha Belaid's curator insight, December 9, 2015 4:25 PM
Halo 5: #Transmedia Works But It Comes With A Price
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Designing Next-Gen Virtual Reality Gaming Experiences

Designing Next-Gen Virtual Reality Gaming Experiences | Transmedia: Storytelling for the Digital Age | Scoop.it
The Digital Rocking Chair's insight:


Michael Wesolowski:  "It’s no longer just about unique and memorable game characters and exciting incentives, but holistic and immersive user experiences."

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Henrik Safegaard - Cloneartist's curator insight, September 29, 2015 3:27 AM

Games allow us to explore uncharted worlds, enhance our own creativity and help us understand and solve complex problems in ways we never thought possible. Next-generation gaming experiences should keep these core ideals alive. If all else fails, games should ultimately just be fun, right?

Fausto Cantu's curator insight, September 29, 2015 5:29 AM

Diseño de experiencias para la nueva generación de juegos VR

Jan-Olof Steen's curator insight, January 18, 12:45 PM

 

Michael Wesolowski:  "It’s no longer just about unique and memorable game characters and exciting incentives, but holistic and immersive user experiences."

 

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Narrative Games: The Inside Story

Narrative Games: The Inside Story | Transmedia: Storytelling for the Digital Age | Scoop.it

Via Karen Dietz
The Digital Rocking Chair's insight:

 

Christopher Chabris:  "We play games for many reasons: the thrill of victory, the excitement of competition, the experience of being “in the zone” that comes from complete immersion in a mental challenge. But we also play for the chance to create a story."

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Karen Dietz's curator insight, April 7, 11:29 AM

Hey -- here's a commentary about 2 new story games that you might want to check out over the weekend.

 

There are lots of storytelling games out there like StoryCubes that we can use in business to stimulate stories. Or to use at home just for fun.

 

Check out these games because the difference here is that these are designed as a narrative. Sounds like a good time :)) I wonder if they could be used in business also.

 

This review was written by Karen Dietz for her curated content on business storytelling at www.scoop.it/t/just-story-it. Follow her on Twitter @kdietz

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How 'Life Is Strange' Uses Games As a Storytelling Platform to Help People

How 'Life Is Strange' Uses Games As a Storytelling Platform to Help People | Transmedia: Storytelling for the Digital Age | Scoop.it
The Digital Rocking Chair's insight:

 

James Clements:  "For years, games have acted as escapism. Life is Strange, however, could be described as the exact opposite. What happens when a game gets you to look at your own life instead? Well, in Life is Strange’s case, an incredibly powerful story that can bring comfort and relatability."

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Soraia Ferreira's curator insight, March 22, 5:29 AM

 

James Clements:  "For years, games have acted as escapism. Life is Strange, however, could be described as the exact opposite. What happens when a game gets you to look at your own life instead? Well, in Life is Strange’s case, an incredibly powerful story that can bring comfort and relatability."

blaucloud's curator insight, March 22, 7:56 AM

 

James Clements:  "For years, games have acted as escapism. Life is Strange, however, could be described as the exact opposite. What happens when a game gets you to look at your own life instead? Well, in Life is Strange’s case, an incredibly powerful story that can bring comfort and relatability."

Art Jones's curator insight, March 22, 12:10 PM

 

James Clements:  "For years, games have acted as escapism. Life is Strange, however, could be described as the exact opposite. What happens when a game gets you to look at your own life instead? Well, in Life is Strange’s case, an incredibly powerful story that can bring comfort and relatability.

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What Happens When Video Games Can Read Your Face

What Happens When Video Games Can Read Your Face | Transmedia: Storytelling for the Digital Age | Scoop.it
The Digital Rocking Chair's insight:

 

Elizabeth Segran:  "Game developers have always been interested in how players might react to the characters and plots they created—but what if they could tell exactly how the player was feeling and tailor the game to their mood?"

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Soraia Ferreira's curator insight, March 3, 5:53 AM

 

Elizabeth Segran:  "Game developers have always been interested in how players might react to the characters and plots they created—but what if they could tell exactly how the player was feeling and tailor the game to their mood?"

Marc Wachtfogel, PhD's curator insight, March 3, 6:01 AM

 

Elizabeth Segran:  "Game developers have always been interested in how players might react to the characters and plots they created—but what if they could tell exactly how the player was feeling and tailor the game to their mood?"

blaucloud's curator insight, March 10, 9:31 AM

 

Elizabeth Segran:  "Game developers have always been interested in how players might react to the characters and plots they created—but what if they could tell exactly how the player was feeling and tailor the game to their mood?"

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The Design Of Episodic Games (Part III)

The Design Of Episodic Games (Part III) | Transmedia: Storytelling for the Digital Age | Scoop.it
The Digital Rocking Chair's insight:


Pascal Luban:  "A game based on “brands” as strong as The Walking Dead or Games of Thrones automatically generate a lot of interest from gamers and the media. However, it would be a mistake to assume that episodic games became successful only because of their affiliation with some of the most popular TV series."

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Fausto Cantu's curator insight, February 15, 1:58 PM

Diseño de juegos episódicos parte III

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How Gaming Director Keith Arem Developed His First "Transmedia" Film

How Gaming Director Keith Arem Developed His First "Transmedia" Film | Transmedia: Storytelling for the Digital Age | Scoop.it
The Digital Rocking Chair's insight:


Susan Karlin:  "After propelling games such as Call of Duty to global blockbusters, Arem looks to change the game for feature films."

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Fausto Cantu's curator insight, February 10, 8:51 AM

Director de "Call of duty "presenta su primer film Transmedia 

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Mum creating quality entertainment for girls [#Transmedia]

Mum creating quality entertainment for girls [#Transmedia] | Transmedia: Storytelling for the Digital Age | Scoop.it
The Digital Rocking Chair's insight:


Bridget Ellis-Pegler:  "It soon became clear that this story world wasn’t going to fit into a film, but needed a whole TV series, in fact, several seasons of TV series. And books. And a website. And a computer game – in other words, I’d created a huge transmedia beast!"

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The Design Of Episodic Games (part I)

The Design Of Episodic Games (part I) | Transmedia: Storytelling for the Digital Age | Scoop.it
The Digital Rocking Chair's insight:


Pascal Luban:  "Episodic games are not making the headlines yet but they are quietly carving out their place in the industry. As a reminder, those games are sold in episodes. Each of them costs a few dollars and offers between one and three hours of gameplay. Those games can only be found in digital form; players must download them and they cannot be purchased in retail stores."

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Gaming’s next level? Tales of the unexpected

Gaming’s next level? Tales of the unexpected | Transmedia: Storytelling for the Digital Age | Scoop.it
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Simon Parkin:  "The future looks dim for film-style storytelling as more games allow you to plot your own adventures" ....

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Louise Robinson-Lay's curator insight, January 10, 4:09 PM
Taking games driven education to the next level.
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Open-World Games Are Changing the Way We Play

Open-World Games Are Changing the Way We Play | Transmedia: Storytelling for the Digital Age | Scoop.it
The Digital Rocking Chair's insight:


Jake Muncy:  "Open-world games leave players to their own devices, free to explore what amounts to an enormous sandbox with no boundaries and few rules."

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Has video game reviewing become an impossible task?

Has video game reviewing become an impossible task? | Transmedia: Storytelling for the Digital Age | Scoop.it
The Digital Rocking Chair's insight:


Keith Stuart:  "With Fallout 4, Call of Duty: Black Ops III and Star Wars Battlefront drawing lukewarm reactions, what is the critic’s role in the age of patches and updates?"

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How To Design An Escape Room

How To Design An Escape Room | Transmedia: Storytelling for the Digital Age | Scoop.it
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Steven Melendez:  "How escape room developers use tech, theater, and game design principles to make puzzles you can actually solve but can't break."

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The first great works of digital literature are already being written

The first great works of digital literature are already being written | Transmedia: Storytelling for the Digital Age | Scoop.it
The Digital Rocking Chair's insight:


Naomi Alderman:  "Video games could be the greatest storytelling medium of our age – if only the worlds of art and technology would stop arguing and take notice" ...

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Henrik Safegaard - Cloneartist's curator insight, October 14, 2015 6:04 AM

Your experimental technological literature is already here; it’s the noise you’re trying to get your children to turn down while you pen your thoughts about the future of location-based storytelling.