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A Creator's Guide to Transmedia Storytelling: How to Captivate and Engage Audiences Across Multiple Platforms
Andrea Phillips - 2012
Through her guidance, the reader is able to understand the fundamentals of transmedia and the power it can have when used with a compelling and strong story.--David Gale, Executive Vice President, MTV Cross Media"Transmedia storytelling is a bold and exciting new arena for creativity and innovation. . . . Andrea Phillips provides a compelling, thoughtful, and clear guide to a next generation of creators in this medium. She demystifies the process and proves that you, too, can push the envelope and be part of the future of storytelling."--Michelle Satter, Founding Director, Sundance Institute Feature Film Program"An excellent and fair-minded primer and survey of the underpinnings and fast-evolving techniques behind multiplatform narrative. Andrea Phillips is one of a small handful of writers capable of both practicing and clearly conveying the principles of transmedia storytelling. Highly recommended!" --Jeff Gomez, CEO, Starlight Runner Entertainment"A no-nonsense guide for the fun-filled and strangely awesome world of transmedia storytelling."--C. C. Chapman, coauthor of Content Rules and Amazing Things Will HappenIncludes Q&A sessions with the world's leading experts in transmedia storytellingAbout the Book: What is transmedia storytelling and what can it do for you?It's the buzzword for a new generation--a revolutionary technique for telling stories across multiple media platforms and formats--and it's rapidly becoming the go-to strategy for a wide variety of businesses. If you work in marketing, entertaining, or advertising, transmedia storytelling is a must-have tool for pulling people into your world.Why do you need A Creator's Guide to Transmedia Storytelling?If you want to attract, engage, and captivate your audience, you need this book. Written by an award-winning transmedia creator and renowned games designer, this book shows you how to utilize the same marketing tools used by heavy-hitters such as HBO, Disney, Ford, and Sony Pictures--at a fraction of the cost.You'll learn how to:Choose the right platforms for your story Decide whether to DIY or outsource workFind and keep a strong core production teamMake your audience a character in your storyGet the funding you need--and even make a profitForge your own successful transmedia careerWith these proven media-ready strategies, you'll learn how to generate must-read content, must-see videos, and must-visit websites that will only grow bigger as viewers respond, contribute, and spread the word. You'll create major buzz with structures such as alternate reality games and fictional character sites--or even "old-fashioned" platforms such as email and phone calls. The more you connect to your audience and the more you get them involved in the storytelling process, the more successful you will be.This isn't the future. This is now. This is how you tell your story, touch your audience, and take your game to the next level--through transmedia storytelling.
Killing Monsters: Our Children's Need For Fantasy, Heroism, and Make-Believe Violence
Gerard Jones - 2002
From Pokémon to the rapper Eminem, pop-culture icons are not simply commercial pied pipers who practice mass hypnosis on our youth. Indeed, argues the author of this lively and persuasive paean to the power of popular culture, even trashy or violent entertainment gives children something they need, something that can help both boys and girls develop in a healthy way. Drawing on a wealth of true stories, many gleaned from the fascinating workshops he conducts, and basing his claims on extensive research, including interviews with psychologists and educators, Gerard Jones explains why validating our children's fantasies teaches them to trust their own emotions and build stronger selves.
Play Between Worlds: Exploring Online Game Culture
T.L. Taylor - 2006
L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps--as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces.Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)--including her attendance at an Everquest Fan Faire, with its blurring of online--and offline life--and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play--and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space--what happens when emergent player culture confronts the major corporation behind the game.
The Ages of Gaia: A Biography of Our Living Earth
James E. Lovelock - 1988
When he first sketched out his brilliant Gaia theory in the 1970s, people around the world embraced it; within a short time Gaia has moved from the margins of scientific research to the mainstream. James Lovelock argues that such things as the level of oxygen, the formation of clouds, and the saltiness of the oceans may all be controlled by interacting physical, chemical, and biological processes. He believes that "the self-regulation of climate and chemical composition is a process that emerges from the tightly coupled evolution of rocks, air, and ocean - in addition to that of organisms. Such interlocking self-regulation, while rarely optimal - consider the cold and hot places of the earth, the wet and the dry - nevertheless keeps the Earth a fit place for life." The New York Times Book Review has called his arguments in favor of Gaia "plausible and above all illuminating." Now, in an updated paperback edition, fully revised, the author amplifies his account of how Gaia works with descriptions of new fields of research that have been opened by this pathbreaking concept.
The Art of Immersion: How the Digital Generation Is Remaking Hollywood, Madison Avenue, and the Way We Tell Stories
Frank Rose - 2011
Now, on YouTube and blogs and Facebook and Twitter, we are media. And while we watch more television than ever before, how we watch it is changing in ways we have barely slowed down to register. No longer content in our traditional role as couch potatoes, we approach television shows, movies, even advertising as invitations to participate—as experiences to immerse ourselves in at will. Wired contributing editor Frank Rose introduces us to the people who are reshaping media for a two-way world—people like Will Wright (The Sims), James Cameron (Avatar), Damon Lindelof (Lost), and dozens of others whose ideas are changing how we play, how we chill, and even how we think. The Art of Immersion is an eye-opening look at the shifting shape of entertainment today.
How to Draw and Paint Fantasy Architecture
Rob Alexander - 2010
This book's opening chapter analyzes traditional architectural shapes that include arches, columns, towers, vaults, and buttresses. Chapters that follow apply principles of lighting, shadow, and perspective to the architectural forms, and discuss ways of creating surface textures and adding dramatic atmosphere to illustrations. Readers are then guided through a series of projects of increasing complexity in which they create illustrations dominated by fantasy castles, palaces, dungeons, and more. Here is comprehensive instruction in the techniques required for capturing fantastic buildings, alien architecture, and alternate realities. More than 250 enlightening color illustrations.
Embed with Games: A Year on the Couch with Game Developers
Cara Ellison - 2015
The internet generously helped fund her travel costs through a subscription service, egging her on in the only way it could, the pledges going up each month. This is the collected work, called 'Embed With Games', with an exclusive introduction from Kieron Gillen, a cover from comics artist Irene Koh, and a conclusion exclusive to the ebook.From London to Los Angeles, from the Netherlands to Malaysia to Japan to Australia, the book reveals how people involved in games are taking what they see around them and expressing it in digital playgrounds for other people to experience.An emotional, weird, sometimes intimate experience, this is open ribcage writing about the side of making video games most people don't see or know about.
The Image of the City
Kevin Lynch - 1960
Lynch, supported by studies of Los Angeles, Boston, and Jersey City, formulates a new criterion -- imageability -- and shows its potential value as a guide for the building and rebuilding of cities. The wide scope of this study leads to an original and vital method for the evaluation of city form. The architect, the planner, and certainly the city dweller will all want to read this book.
Mouse Guard: Roleplaying Game
David Petersen - 2008
Designed by Origins Award-winning game designer Luke Crane for beginners and veterans alike, the game comes complete with three sample patrols and three sample missions, so you and your friends can get started playing right away. Includes art and extensive background material on the Mouse Territories specially prepared by Mouse Guard creator David Petersen, as well as character sheets and maps.
Theory of Games and Economic Behavior
John von Neumann - 1944
What began more than sixty years ago as a modest proposal that a mathematician and an economist write a short paper together blossomed, in 1944, when Princeton University Press published Theory of Games and Economic Behavior. In it, John von Neumann and Oskar Morgenstern conceived a groundbreaking mathematical theory of economic and social organization, based on a theory of games of strategy. Not only would this revolutionize economics, but the entirely new field of scientific inquiry it yielded--game theory--has since been widely used to analyze a host of real-world phenomena from arms races to optimal policy choices of presidential candidates, from vaccination policy to major league baseball salary negotiations. And it is today established throughout both the social sciences and a wide range of other sciences.This sixtieth anniversary edition includes not only the original text but also an introduction by Harold Kuhn, an afterword by Ariel Rubinstein, and reviews and articles on the book that appeared at the time of its original publication in the New York Times, tthe American Economic Review, and a variety of other publications. Together, these writings provide readers a matchless opportunity to more fully appreciate a work whose influence will yet resound for generations to come.
The Proteus Paradox: How Online Games and Virtual Worlds Change Us—And How They Don't
Nick Yee - 2014
Yet inhabitants of virtual worlds rarely achieve this liberty, game researcher Nick Yee contends. Though online games evoke freedom and escapism, Yee shows that virtual spaces perpetuate social norms and stereotypes from the offline world, transform play into labor, and inspire racial scapegoating and superstitious thinking. And the change that does occur is often out of our control and effected by unparalleled—but rarely recognized—tools for controlling what players think and how they behave. Using player surveys, psychological experiments, and in-game data, Yee breaks down misconceptions about who plays fantasy games and the extent to which the online and offline worlds operate separately. With a wealth of entertaining and provocative examples, he explains what virtual worlds are about and why they matter, not only for entertainment but also for business and education. He uses gaming as a lens through which to examine the pressing question of what it means to be human in a digital world. His thought-provoking book is an invitation to think more deeply about virtual worlds and what they reveal to us about ourselves.
Improvisation for the Theater
Viola Spolin - 1963
Viola Spolin's improvisational techniques changed the very nature and practice of modern theater. The first two editions of Improvisation for the Theater sold more than 100,000 copies and inspired actors, directors, teachers, and writers in theater, television, film. These techniques have also influenced the fields of education, mental health, social work, and psychology.
World-Building
Stephen L. Gillett - 1996
This exciting series is designed to give SF writers the solid grounding they need in real science to make their fictions read like fact.
An Actor's Work
Konstantin Stanislavski - 1938
His systematic attempt to outline a psycho-physical technique for acting single-handedly revolutionized standards of acting in the theatre.Until now, readers and students have had to contend with inaccurate, misleading and difficult-to-read English-language versions. Some of the mistranslations have resulted in profound distortions in the way his system has been interpreted and taught. At last, Jean Benedetti has succeeded in translating Stanislavski s huge manual into a lively, fascinating and accurate text in English. He has remained faithful to the author's original intentions, putting the two books previously known as An Actor Prepares and Building A Character back together into one volume, and in a colloquial and readable style for today's actors.The result is a major contribution to the theatre, and a service to one of the great innovators of the twentieth century."
Type Rules!: The Designer's Guide to Professional Typography
Ilene Strizver - 2001
Covering history of design, along with current trends, methods for customizing fonts, techniques for setting type, common mistakes to avoid, and guidelines for selecting the right type for the job, the book is fully illustrated with smart, relevant images.