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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Virtual Augmented Reality VR AR Attractions

Virtual Augmented Reality VR AR Attractions | Transmedia: Storytelling for the Digital Age | Scoop.it
The Digital Rocking Chair's insight:

 

Blooloop:  "Visitor attractions are racing to embrace Virtual and Augmented Reality technologies.  But what are the potential opportunities and possible pitfalls of VR and AR?"

Heraclio Muñoz Cruz's curator insight, April 11, 2016 10:26 AM
Realidad Virtual Aumentada

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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."

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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Roblox Lets Kids Build Their Own Worlds Online

Roblox Lets Kids Build Their Own Worlds Online | Transmedia: Storytelling for the Digital Age | Scoop.it
Roblox has become the number one entertainment site for kids by allowing them to build, program, and become entrepreneurs.
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Children’s book publisher heads into virtual world

Children’s book publisher heads into virtual world | Transmedia: Storytelling for the Digital Age | Scoop.it
Given that virtual worlds are driven by strong narratives, it comes as little surprise that more book publishers are eyeing opportunities in the space.
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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
The Digital Rocking Chair's insight:


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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Coping with the loss of an online world

Coping with the loss of an online world | Transmedia: Storytelling for the Digital Age | Scoop.it
The Digital Rocking Chair's insight:


Heather Kelly:  "The closing of an online virtual game may sound trivial to anyone who has never used or visited one, but to the people who spent a chunk of their formative years forging relationships inside their virtual walls, the loss can be huge."

Amber Judge's curator insight, September 2, 2013 11:08 AM

Another ethical issue here: If you provide an alternate world in which someone can build their identity, make friends they otherwise wouldn't in the real world and they've spent money on virtual items and then take it all away because the world collapses... What's the ethical actions a company should take to ensure the health and well-being of those people? I mean surely there must be some liability?

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Study: Over Half Of UK Kids Own Real Toys For Virtual Worlds

Study: Over Half Of UK Kids Own Real Toys For Virtual Worlds | Transmedia: Storytelling for the Digital Age | Scoop.it
More than half of all children in the UK own a physical toy based on free-to-play and subscription-based virtual worlds and games like Club Penguin or Mind Candy's Moshi Monsters, according to a new study by Dubit Research.
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