Getting Started with Transmedia Storytelling

Getting Started with Transmedia Storytelling
Author: Robert Pratten
Publisher: Createspace Independent Publishing Platform
Total Pages: 0
Release: 2015
Genre: Authorship
ISBN: 9781515339168

This book is a guide to developing cross-platform and pervasive entertainment. Whether you're a seasoned pro or a complete newbie, this book is filled with tips and insights in multi-platform interactive storytelling.

The Art of Game Design

The Art of Game Design
Author: Jesse Schell
Publisher: CRC Press
Total Pages: 522
Release: 2008-08-04
Genre: Art
ISBN: 0123694965

Anyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses - one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer - and will understand how to do it.

How and Why to Read and Create Children's Digital Books

How and Why to Read and Create Children's Digital Books
Author: Natalia Kucirkova
Publisher: UCL Press
Total Pages: 202
Release: 2018-12-03
Genre: Education
ISBN: 1787353494

How and Why to Read and Create Children's Digital Books outlines effective ways of using digital books in early years and primary classrooms, and specifies the educational potential of using digital books and apps in physical spaces and virtual communities. With a particular focus on apps and personalised reading, Natalia Kucirkova combines theory and practice to argue that personalised reading is only truly personalised when it is created or co-created by reading communities. Divided into two parts, Part I suggests criteria to evaluate the educational quality of digital books and practical strategies for their use in the classroom. Specific attention is paid to the ways in which digital books can support individual children’s strengths and difficulties, digital literacies, language and communication skills. Part II explores digital books created by children, their caregivers, teachers and librarians, and Kucirkova also offers insights into how smart toys, tangibles and augmented/virtual reality tools can enrich children’s reading for pleasure. How and Why to Read and Create Children's Digital Books is of interest to an international readership ranging from trainee or established teachers to MA level students and researchers, as well as designers, librarians and publishers. All are inspired to approach children’s reading on and with screens with an agentic perspective of creating and sharing. Praise for How and Why to Read and Create Children's Digital Books 'This is an exciting and innovative book – not least because it is freely available to read online but because its origins are in primary practice. The author is an accomplished storyteller, and whether you know, as yet, little about the value of digital literacy in the storymaking process, or you are an accomplished digital player, this book is full of evidence-informed ideas, explanations and inspiration.' Liz Chamberlain, Open University 'At a time when children's reading is increasingly on-screen, many teachers, parents and carers are seeking practical, straightforward guidance on how to support children's engagement with digital books. This volume, written by the leading expert on personalised e-books, is packed with app reviews, suggestions and insights from recent international research, all underpinned by careful analysis of digital book features and recognition of reading as a social and cultural practice. Providing accessible guidance on finding, choosing, sharing and creating digital books, it will be welcomed by those excited by the possibilities of enthusing children about reading in the digital age.' Cathy Burnett, Professor of Literacy and Education, Sheffield Hallam University

The Story Peddler

The Story Peddler
Author: Lindsay A. Franklin
Publisher: Enclave
Total Pages: 0
Release: 2018-05
Genre: Imaginary places
ISBN: 9781683701361

*** WINNER: ACFW Carol Award *** *** WINNER: Alliance Award: Readers' Choice *** *** WINNER: Realm Award: Book of the Year 2019 *** *** WINNER: Realm Award: Young Adult *** Selling stories is a deadly business. Tanwen doesn't just tell stories--she weaves them into crystallized sculptures that sell for more than a few bits. But the only way to escape the control of her cruel mentor and claw her way from poverty is to set her sights on something grander: becoming Royal Storyteller to the king. During her final story peddling tour, a tale of treason spills from her hands, threatening the king himself. Tanwen goes from peddler to prey as the king's guard hunts her down . . . and they're not known for their mercy. As Tanwen flees for her life, she unearths long-buried secrets and discovers she's not the only outlaw in the empire. There's a rebel group of weavers . . . and they're after her too.

Rerolling Boardgames

Rerolling Boardgames
Author: Douglas Brown
Publisher: McFarland
Total Pages: 228
Release: 2020-08-28
Genre: Games & Activities
ISBN: 1476639272

Despite the advent and explosion of videogames, boardgames--from fast-paced party games to intensely strategic titles--have in recent years become more numerous and more diverse in terms of genre, ethos and content. The growth of gaming events and conventions such as Essen Spiel, Gen Con and the UK Games EXPO, as well as crowdfunding through sites like Kickstarter, has diversified the evolution of game development, which is increasingly driven by fans, and boardgames provide an important glue to geek culture. In academia, boardgames are used in a practical sense to teach elements of design and game mechanics. Game studies is also recognizing the importance of expanding its focus beyond the digital. As yet, however, no collected work has explored the many different approaches emerging around the critical challenges that boardgaming represents. In this collection, game theorists analyze boardgame play and player behavior, and explore the complex interactions between the sociality, conflict, competition and cooperation that boardgames foster. Game designers discuss the opportunities boardgame system designs offer for narrative and social play. Cultural theorists discuss boardgames' complex history as both beautiful physical artifacts and special places within cultural experiences of play.

Funds of Identity

Funds of Identity
Author: Moisès Esteban-Guitart
Publisher: Cambridge University Press
Total Pages: 151
Release: 2016-08-18
Genre: Education
ISBN: 1107147115

This book provides an invaluable resource for researchers who wish to improve education by bridging students, school, family, and community resources. Based in connecting experiences in and out of school, it suggests a strategy to put students' practices, cultures, and identities in the center of a twenty-first-century education.

Reinventing Cinema

Reinventing Cinema
Author: Chuck Tryon
Publisher: Rutgers University Press
Total Pages: 229
Release: 2009-06-29
Genre: Performing Arts
ISBN: 0813548543

For over a century, movies have played an important role in our lives, entertaining us, often provoking conversation and debate. Now, with the rise of digital cinema, audiences often encounter movies outside the theater and even outside the home. Traditional distribution models are challenged by new media entrepreneurs and independent film makers, usergenerated video, film blogs, mashups, downloads, and other expanding networks. Reinventing Cinema examines film culture at the turn of this century, at the precise moment when digital media are altering our historical relationship with the movies. Spanning multiple disciplines, Chuck Tryon addresses the interaction between production, distribution, and reception of films, television, and other new and emerging media.Through close readings of trade publications, DVD extras, public lectures by new media leaders, movie blogs, and YouTube videos, Tryon navigates the shift to digital cinema and examines how it is altering film and popular culture.

Serious Educational Game Assessment: Practical Methods and Models for Educational Games, Simulations and Virtual Worlds

Serious Educational Game Assessment: Practical Methods and Models for Educational Games, Simulations and Virtual Worlds
Author: L.A. Annetta
Publisher: Springer Science & Business Media
Total Pages: 281
Release: 2011-07-22
Genre: Education
ISBN: 9460913296

In an increasingly scientific and technological world the need for a knowledgeable citizenry, individuals who understand the fundamentals of technological ideas and think critically about these issues, has never been greater. There is growing appreciation across the broader education community that educational three dimensional virtual learning environments are part of the daily lives of citizens, not only regularly occurring in schools and in after-school programs, but also in informal settings like museums, science centers, zoos and aquariums, at home with family, in the workplace, during leisure time when children and adults participate in community-based activities. This blurring of the boundaries of where, when, why, how and with whom people learn, along with better understandings of learning as a personally constructed, life-long process of making meaning and shaping identity, has initiated a growing awareness in the field that the questions and frameworks guiding assessing these environments should be reconsidered in light of these new realities. The audience for this book will be researchers working in the Serious Games arena along with distance education instructors and administrators and students on the cutting edge of assessment in computer generated environments.

Interactive Digital Narrative

Interactive Digital Narrative
Author: Hartmut Koenitz
Publisher: Routledge
Total Pages: 427
Release: 2015-04-10
Genre: Computers
ISBN: 1317668677

The book is concerned with narrative in digital media that changes according to user input—Interactive Digital Narrative (IDN). It provides a broad overview of current issues and future directions in this multi-disciplinary field that includes humanities-based and computational perspectives. It assembles the voices of leading researchers and practitioners like Janet Murray, Marie-Laure Ryan, Scott Rettberg and Martin Rieser. In three sections, it covers history, theoretical perspectives and varieties of practice including narrative game design, with a special focus on changes in the power relationship between audience and author enabled by interactivity. After discussing the historical development of diverse forms, the book presents theoretical standpoints including a semiotic perspective, a proposal for a specific theoretical framework and an inquiry into the role of artificial intelligence. Finally, it analyses varieties of current practice from digital poetry to location-based applications, artistic experiments and expanded remakes of older narrative game titles.