Showing posts with label writing. Show all posts
Showing posts with label writing. Show all posts

New Philosophy for New Media Review

New Philosophy for New Media
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New Philosophy for New Media ReviewI found this book to be very uninspiring and ultimately disappointing. The book should be called "New Philosophy" for "New Media" instead of New Philosophy for New Media. It is certainly not new philosophy and certainly doesn't cover all new media or media art.
First of all, mr. Hansen is very selective when it comes to new media art. The artists he discusses have given the body a central role, but one could name just as much artists for whom the body is not *that* central. But one could even contest the representation of this 'centralness': whereas one could discern some sort of negotiation between the body and the outside world (in this case technology) in the works of these artists, for Hansen this negotiation has always already been decided in favor of the human body.
So in the end it is not exactly 'new philosophy' we're dealing with, but, at least in this reader's view, desperate attempts to keep some old ways of thinking supreme, without ever trying to question them or trying out new ways of thinking. In a strange way one can sense this desperateness especially when it goes hand in hand with something that seems to be some sort of grudge against a new batch of thinkers who have attracted most of the attention, at least in some circles in the academic world (read: the world of cultural studies).
In these moments mr. Hansen's style leaves academic or creative thinking altogether and changes in a very childish name-calling and misrepresentation. For example, mr. Hansen seems to be very displeased by the fact that Friedrich Kittler has made such a name for himself as a media scientist. So whenever he refers to Kittler, he puts media scientist inbetween quotation marks, as on p. 71:
Without a doubt, it is German "media scientist" Friedrich Kittler... (p.71)
This is not the first time mr. Hansen refers to Friedrich Kittler in his book, so, one could ask him(/her)self, why here refer to the nationality of Kittler, should it suddenly matter that Kittler is not only a "media scientist" but also a German? And should the combination of being a German AND a "media scientist" (note the quotation marks) tell us enough, without even taking the substance of Kittler's work into account?
Even though this might seem to be something too little to fall over when judging a book, it becomes VERRY annoying when it keeps happening all through the work, especially when it threatens to take over the place of philosophical critique or thinking.
Of course, I didn't choose the passage above for no reason. It was exactly on that spot when I was totally repelled by Hansen's "work" (note that I am also using the quotation marks in a strategic way, just to mirror mr. Hansens's style). Let's see the rest of the sentence:
Without a doubt, it is German "media scientist" Friedrich Kittler who has most provocatively engaged the post-(anti-)humanist implications of digitization. (p.71)
This whole passage (and one could actually say: the whole book) serves no other end than to (mis-)represent post-humanist thinking as anti-humanism. Every priority given to technology becomes easily "technical determinism" (p.74) and Hansen knows how to connect some feelings of superiority to his own way of thinking: his quest is a quest of keeping the human in humanity alive, while all other thinkers reduce the human being in some way.
Well, let's read a short quote from one work from among the many books on post-humanism:
Humanism, in by now well-rehearsed arguments [!], produces oppressive institutions and discourses because it presumes that one sort of person (usually male, white, educated, and wealthy) is exemplary, and/or that there exists a "human nature" that is "the same" for all. (From the book: Avatar Bodies by Ann Weinstone, p. 3).
Apparently this is not so well-rehearsed for mr. Hansen: post-humanism has *nothing* whatsoever to do with anti-humanism, it is simply put a different way of thinking about what it is to be a human being. In general it tries to get rid of some rigid ways of thinking about the 'human', to create more space for other beings (be it people who do not fit the rigid image of humanism or be it some other being which is part of our world). One could say that in the end post-humanism is a much more 'humane' way of thinking than the obsolete and dogmatic ideas of european or western humanism. Whichever way you take it though, it is *NOT* anti-humanism.
As Deleuze argues in Difference and Repetition, real freedom is not about trying to find answers for old questions, but to be able to ask new questions, relevant and actual at the moment the questions are asked, in an always changing world. It is no wonder that affect and technology have become some of the central issues in todays thinking. But mr. Hansen misrepresents these issues in a very, well, creative way. But this creativity has nothing to do with asking new, relevant question, but a creativity in keeping creativity at bay!
So, the central argument of this book goes as follows: even though some things have changed (technology and with technology the nature of the work of art and the media in general), it was always already the human body which framed these changes. It is assumed, but mostly hidden in clever ways, that despite all these changes, the human body has stayed the same and will stay the same and will thus continue to determine (if we are carefull enough to see) how things will continue to change in the future.
Do we actually know this for a fact? It is exactly here that one could (and several have already tried to do so, even if Hansen puts their new ways of thinking inbetween quotation marks) that one could open up new spaces of thinking, ask new questions.
The central idea of affect is that we, human beings, are capable of changing the world, because we are capable to do things with our bodies, but also - and certainly not less! - that we are capable of being changed by the world. So, even if most art is created for or through human embodiment, the central question one should ask in relation to Hansens work is: is this still the same body as a century ago? As five centuries ago? How can we know? Well, we need to ask questions to find out, we cannot assume that the human body has not changed and has dictated all changes. This would be the least philosophical and least creative way one could take.
Claiming that technology, even if it is created by humanity, can change the human body in unforeseen ways is no technical determinism, on the contrary, it is claiming that we human beings are very human because we *are* affectable, through our bodies, in ways we are not even aware of. A very beautiful example is the chapter on Stelarc in Brian Massumi's work: Parables for the Virtual. Movement, Affect, Sensation, from 2002. (It is very surprising by the way that mr. Hansen doesn't mention Stelarc even once in this book, while it is a book on new media art).
One of Hansen's arguments at this point becomes how the human body itself creates some sort of rhythm or duration. This functions as an example of how the body creates the frame for our perception. This frame is so rooted in our bodies, that it becomes in Hansen's view a non-changeable, transcendental given. The philosophical journey Hansen undertakes always ends up with our bodies. Or, in other words, a journey to the self, the world outside has no place in this whole whatsover. Whereas other thinkers use this kind of bodily rhythm to argue that the body has always been open to and in sync with the outside world.
In the end, it was always an illusion (a sweet one of course) that the human body was outside and especially above the rest of nature, it is no smaller illusion that the body is outside or above technology. Because we created this technology does not mean that we totally control it's direction and/or nature. Most technology is invented by chance and through an ongoing negotiation with the outside world (material resources, natural 'laws' etc.) and not because we human beings directed it in some way. We could at least give ourselves the opportunity to ask questions about how techonology affects us, whether this is indeed framed by "the human body" (if there is such one unchanging universal substance) or not.
In fact one could put Hansen's scheme totally upside down: technology or art (in what media whatsoever) has never been framed by the human body, but by the world, the cosmos we live in. The human being or the human body has always been just a little dot framed and affected by cosmic forces in many ways through our embodiment. Let the fact that technology is created by humanity not fool anyone, we are still affected by cosmic forces, but this time through a combination of our emodiment and technology. It is the nature of this combination and how certain forces affect our being in new ways through this combination that we must study, this, in my view, can never be a journey to our own body, but to the great unknown outside.New Philosophy for New Media Overview

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Songs of Hope Review

Songs of Hope
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Songs of Hope ReviewThis book is a compilation of some of the best living contemporary "Black Poets" alive today, and I am honored to be included in it. Latorial Faisons, E. Joyce Moore, Waset, Marcus Harris, Kilolo Mwasi, Lynette C. Velasco, Lin Ross, Mikaylah Simone, Padmore Enyonam Aghemabiese, Kayla Harris, Keisha Harris, Sara DeGraff, Alice Paris, Roslyn Nichols, Vusi Moloi, Mark Anthony Thomas, Cheril N. Clarke, Shelia Goss, Sabas Whittaker, Beverly Black Johnson, Pam Osbey, Jernell Rosenthal, and so many more... I could go on but what I am basically saying is that the very best of the best are all gathered in one place...
Yes, I am a man,
A Black man
But my manhood
Is not a demon
Caught between
My humanity
And the purr of
My zipper
(Excerpt of "True Manhood" by Lin Ross)
I am
A Black woman
Srtong beyond definition
Standing tall by my words
Humming a song to defy my place
And claim my space till time
Looks over me with tears
(Excerpt from "I Am a Black Woman" by Padmore Enyonam Aghemabiese)
And lastly just to give you another sample...
And transforms deteriorating slums
Into safe heavens for little angels to fly
No matter how many betrayals,
I will not surrender.
I may fall but will not stay down.
I will always get up
So the show can go on.
My name is Woman.
(Excerpt from Sara DeGraff's, "I am the Unsung Hero")

To put it as simply as possible, this is a collection of powerful stuff!!!
The emotions it will touch upon are varied and many and it will surely cause a few tears, and reflections and deep contemplations.
I'm honored to be included and consider it a blessing to have my words in such a fine and important piece of American Contemporary Black Literature.
Chase Von
Your Chance to Hear The Last Panther Speak
Songs of Hope Overview

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Write Your Way into Animation and Games: Create a Writing Career in Animation and Games Review

Write Your Way into Animation and Games: Create a Writing Career in Animation and Games
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Write Your Way into Animation and Games: Create a Writing Career in Animation and Games ReviewBefore I can properly apply the book (which is textbook format, though a lot more interesting and fun than normal textbooks) here's a little background. I'm a lifelong writer, just now getting serious about publication, with an abiding passion for film (particularly animation) and video games. While I'm not bad on the designing end of the spectrum, writing is definitely my stronger suit. I researched screenwriting and animation writing in my teens, but, figuring I'd learn all this in film school (all of which accepted me, none of which helped me pay) I never took it seriously.
Fast-forward a few years. I'm still in love with writing; it's still a creative pursuit at which I excel (assuming I work very hard and polish each piece); I still love film, but that expensive hobby understandably got pushed onto a back burner. A few weeks ago, I began to wonder seriously, not idly as I've done for years, about what I could do to write for animation and games. Coincidentally, I stumbled across this book.
"Write Your Way into Animation and Games" is a fabulous resource for beginners, and even intermediates depending on what you're looking for. I was frustrated by the first chapters, which cover screenwriting basics and how to craft a simple story. I read them anyway (in case skipping would cause me to miss something). And I have to say, the advice is clear, concise, brief, thorough, and necessary. It was material I'm highly familiar with, but once I banished the "been through this before" conceit, the refresher did very well for me. I'd urge anyone not actually working in animation (not that you'd be picking up this book if you were) to please go over it. It's a little irritating at times, but the information is still valuable.
After the basics, it delves progressively deeper in terms of technique and resources. The information on animation writing, from script format to page count to dialogue and action balance, was fantastic. Without setting out any unbreakable rules, it gives a very clear idea of expectations and guidelines, which is much, much more helpful that something along the lines of "you always have to do this exactly this way."
My only disappointment--and it was fairly minor--was a relative lack of gaming resources. Writing for games and for animation is obviously very similar, but I was more interested in games than in animation at this point. I wish it had been more balances, or even biased in favor of game-writing. That said, given the amount of information and resources in this book, that really was a minor disappointment.
"Write Your Way into Animation and Games" is set up like a textbook. At very rare times, it reads like a textbook, but it's still a lot more interesting than most of the textbooks I have/am dealing with now. If the format would, for some reason, put you off, don't worry about it. This isn't dry reading. The writing is professional but vibrant, and bursting with examples (which I definitely need.) I can't promise this will be a perfect read for any beginner. But, overall, this was a really great guide for me, and I know I'll be using it in the future.Write Your Way into Animation and Games: Create a Writing Career in Animation and Games Overview
Launch your career in writing for video games or animation with the best tips, tricks, and tutorials from the Focal press catalog--all at your fingertips. Let our award-winning writers and game developers show you how to generate ideas and create compelling storylines, concepts, and narratives for your next project.

Write Your Way Into Animation and Games provides invaluable information on getting into the game and animation industries. You will benefit from decades of insider experience about the fields of animation and games, with an emphasis on what you really need to know to start working as a writer.

Navigate the business aspects, gain unique skills, and develop the craft of writing specifically for aniamtion and games. Learn from the cream of the crop who have shared their knowledge and experience in these key Focal Press guides:

Digital Storytelling, Second Edition by Carolyn Handler Miller

Animation Writing and Development by Jean Ann Wright

Writing for Animation, Comics, and Games by Christy Marx

Story and Simulations for Serious Games by Nick Iuppa and Terry Borst

Writing for Multimedia and the Web, Third Edition by Timothy Garrand

* How to break in to the industry and have a career in writing for animation or videogames.

* How to fine tune your narrative, characters, world, and dialogue--with this comprehensive guide to writing.

* Companion Web site includes all of the key multimedia and resource components from the original Focal Press books.


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Game Writing: Narrative Skills for Videogames (Charles River Media Game Development) Review

Game Writing: Narrative Skills for Videogames (Charles River Media Game Development)
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Game Writing: Narrative Skills for Videogames (Charles River Media Game Development) ReviewThis is a good book. It suffers from having multiple authors in that it lacks the consistent tone that most writng books have, but all the writng is still good.
It is focused on the interface betwen the writer, the game, and the team, and is long on cautionary points. It will be of value to anyone who is writing, producing, or leading all or part of a game team, particularly if they lack practical experience.
If you are only interested in a book about writing for games, Lee Sheldon's 'Character Development and Storytelling for Games' is probably a better choice, but if you are intending or actually writing game, or working with a game writer, this is a good read and a potentially vital resource.Game Writing: Narrative Skills for Videogames (Charles River Media Game Development) OverviewAs computer games become more and more like Hollywood productions, the need for good story lines increases. Research shows that stories are highly valued by game players, so today's studios and developers need good writers.Creating narrative--a traditionally static form--for games is a major challenge.Games are at their heart dynamic, interactive systems, so they don't follow the guidelines and rules of film or T.V. writing. Game Writing: Narrative Skills for Videogames addresses these issues and is the first book written to demystify this emerging field. Through the insights and experiences of practicing game writers, the bookcaptures a snapshot of the narrative skills employed in today's game industry.This unique collection of practical articles provides the foundations to the craft of game writing. The articles, written by members of the International Game Developers Association (IGDA) Game Writing Special Interest Group, detail aspects of the process from the basics of narrative and nonlinear narrative to writing comedy for games and creating compelling characters. Throughout the articles there is a strong emphasis on the skills developers and publishers will expect a game writer to have. The book is suitable for both beginners and experienced writers, and is a detailed guide to all the techniques of game writing. This book is an essential read for anyone wishing to get into this exciting field, particularly for new game writers wanting to hone their skills, and film and T.V. scriptwriters who want to learn how to transfer their skills to the games industry.
From the Editor: Tips and Tricks
Game Writing was the first book by the IGDA Game Writing Special Interest Group, and remains its most popular. For writers new to games it's an indispensible guide, and for experienced writers it's full of tips and tricks from some of the industry's most successful game writers.

Here are a few extra tips for anyone interested in writing for games.

Stories Don't Make Games.A lot of people say to me, "I've got this great idea for a game..." and proceed to tell me a plot outline for a story. Many of the stories I hear would work better as a book or a film than a game, but even in the cases that would make a great game, there's nothing I can do to make that story become a game. Videogame projects are big business, and unlike movies, they don't begin life as a story outline. The story is something that is either developed along with the game, or that is added later. You can't start with a story and expect to finish with a game.
If a Job's Worth Doing...So you can't have your great story idea turned into a game. What should you do instead? The short answer is: find a way to make your own game. If you aren't a programmer, this probably means teaming up with someone who is, or using off-the-shelf game creator software. Don't worry too much about the quality of your first game, because if you want to be a professional game writer you're committing to work on lots of games, and you should try to learn from every project you work on. If you only want to work on big-budget videogames, then game writing might not be for you.
Start Small!It may sound obvious, but don't try and run before you can walk. A lot of people working on their first game story have plans to create an epic forty-chapter role-playing game with myriad twists and turns. But seriously, are you really going to be able to make a game that big as your first project? Try writing your game story as a novella or a screenplay first. If that sounds like a lot of extra work, then you're not ready to work on a game that big, because writing a game script is more work than writing a book or a screenplay. Instead, aim for something much smaller--a short story, or the equivalent of one episode of a TV show. You'll have a better chance of finishing what you start.
What Does the Player Do?Creating stories is harder work than most people give credit, and game stories have an extra problem--the player has to have something to do. You need to make sure that events in your story imply activities that the player will enjoy doing, otherwise, you're not really making a game at all.
How Much Can the Player Do?Also, you have to be realistic about how much choice you can offer the player. You might want to allow the player options at every step of the plot--but then you'll need to develop and test all of the possibilities that this implies. This is a lot of work! Fortunately, Game Writing has many ideas that will help you think about empowering players without generating extra work.
Game writing can be rewarding work, but it is still work, and anyone who hopes to succeed in this exciting and challenging field needs to be prepared to rise to the challenge. There's no better place to start than Game Writing: Narrative Skills for Videogames.

Chris BatemanFounder, IGDA Game Writing Special Interest GroupEditor, Game Writing: Narrative Skills for Videogames


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Writing for Animation, Comics, and Games Review

Writing for Animation, Comics, and Games
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Writing for Animation, Comics, and Games ReviewMore than a few years ago, I had the extremely good fortune to be mentored in the art of animation writing by Christy Marx, who told it like it was about the biz and taught me all about the basics in great detail. Now a professional myself with credits as an animation production coordinator and writer, I wouldn't hesitate to recommend this book. Not only does it cover all the ground she taught me about animation writing with the same depth and care, it takes on comics and videogames, two mediums which have become more and more intertwined with animation over the last two decades -- something which is taken into account throughout the book. Whether you're trying to figure out if any or all of this areas are for you, or just looking for a better understanding of the business, this is an excellent primer.Writing for Animation, Comics, and Games Overview

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Beyond Game Design: Nine Steps Towards Creating Better Videogames Review

Beyond Game Design: Nine Steps Towards Creating Better Videogames
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Beyond Game Design: Nine Steps Towards Creating Better Videogames ReviewIt's been a pleasure reading Beyond Game Design. I've found this text to be the rare successful combination of new information and old information explored in new ways. Each chapter feels complete in and of itself, with ideas from previous sections seamlessly supporting the next. For those working as designers or developers, or those who hope to work in design someday, this is a text worth reading.Beyond Game Design: Nine Steps Towards Creating Better Videogames OverviewAs a game designer, you are always looking for new ways to make a game unique and interesting. Beyond Game Design:Nine Steps Toward Creating Better Videogames shows you how to make better video games by challenging you to think outside of conventional game design wisdom.Written as a series of essays by industry experts on different components of game theory and design, the book tackles the full spectrum of issues related to how and why players enjoy certain games. You'll explore player emotions, patterns of play, gender and cultural diversity, accessibility issues, and various types of player skills. Providing practical, hands-on design tips and advice, as well as the theory and psychology behind how and why people play games, Beyond Game Design will help you tap into new player types and new ways to engage players as you discover how to make better, more successful videogames.
Editor Introduction
More Than Design
Beyond Game Design began with my dream of creating a book that would offer more than the nuts and bolts of game design. I wanted to offer something that would look deeper--into the psychology of play--and also look further into the issues relating to making games in our modern diverse cultures.
It was a great privilege to work with the authors of the chapters in this book--Richard Bartle, Noah Falstein, Katherine Isbister and Nicole Lazzaro are some of the biggest names in game design and the psychology of play, and Michelle Hinn, Joe Saulter and Sheri Graner Ray are unparalleled in their work in game diversity.
The book offers "Nine Steps" toward creating better videogames, but this nine-step program actually has two distinct aspects: understanding what games do and including a larger audience for games. Both steps are about making videogames for the new marketplace, one that is very different from the market for games just five years ago. It's a survival guide for companies who make games in an increasingly competitive marketplace.
Here's a potted version of the nine step program that explains what it's all about:

Understand Emotions:Nicole Lazzaro is the leading researcher into game emotions, and explains why any game must be accessible and fun, and why "fun" means different things to different people. We don't all enjoy the same emotions of play; some players love failing a tough challenge and repeating it over and over again until they eventually win sweet victory, but for other players that's their idea of hell. Developers who understand the emotions of play are ready to compete in the new market for digital games; those who don't are living on borrowed time.
Understand Social Play:The explosion of Facebook and casual games has happened on the back of a newly recognised social aspect to play. Even traditional game forms, like First Person Shooters, are now dependent on social design for their success, as Modern Warfare amply demonstrates. Katherine Isbister describes the different social mechanisms available for game design, and why success in the wider market for games now requires designing for more than just a single player--even for single player games!
Understand Patterns of Play:I've been writing about Roger Caillois' patterns of play for many years, but with Beyond Game Design I took his work to a new level by tying each pattern to a specific neurobiological mechanism. The patterns of play are specific neurochemical responses that govern how and why games are fun--and understanding these is vital to commercially successful game design. This is your brain on games!
Understand the Limits of Theory:Richard Bartle's infamous "suits" model of Massively Multiplayer gamers was a seminal event in player studies, and remains widely read and used today. But a model can only take you so far. Bartle explains why every theory has limits and also why--despite those limits--it's still vital that commercial game design deploys theories.
Include Both Genders:Sheri Graner Ray has written extensively on gender distinctions in play, and makes a compelling argument that modern digital games that do not take into account issues of gender are leaving a lot of money on the table. Designing to include both genders means expanding the players who might enjoy your game--and that can make all the difference in commercial success.
Include Cultural Diversity:Joe Saulter is a jazz man turned game developer, and has a stark warning for players making games for a white male audience: that isn't the consumer base for digital entertainment anymore. If you're making games for just one ethnic group, you're already falling behind your competitors in the new marketplace for games.
Include Players with Accessibility Issues:When it comes to accessibility, it starts to look like diminishing returns... Is it really worth designing elements of games for players with specific disabilities? Michelle Hinn argues that many of the changes required to reach gamers with disabilities are trivial to implement, and that the number of affected players can be far larger than most developers and publishers usually think--especially when designing for a mass market audience of the kind Nintendo's Wii and DS target.
Include Players with Different Skills:My studies of the audience for games have thrown up a lot of interesting discoveries, but my most basic result still has the most to say to commercial game development: different players have different capabilities, and enjoy different things. If you are spending a lot of money developing a videogame you can't afford to be designing the game for a very small subset of the audience for games. The games that succeed support different ways of playing for different players.
Include Structures That Adapt to Player Needs:Finally, Noah Falstein brings it all together by exploring how games can be responsive to player needs. It's a cutting edge issue, and one that Noah has considerable experience with. By building games that work for many different players, you target a wider audience--and commercial success in the new market for digital games depends upon precisely that.

That's Beyond Game Design in a nutshell, but of course, the chapters of the book go into far more depth than I've described here. This book is an essential guide to creating commercial digital entertainment for the new audiences, the new marketplace and the new conditions in the videogames industry. Ignore it at your peril!

Chris BatemanEditor, Beyond Game Design


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Digital Storytelling, Second Edition: A creator's guide to interactive entertainment Review

Digital Storytelling, Second Edition: A creator's guide to interactive entertainment
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Digital Storytelling, Second Edition: A creator's guide to interactive entertainment ReviewI read the first edition of Digital Storytelling cover-to-cover and continue to use it as a reference book. When I picked up the second edition of this valuable resource, I knew I was in both heaven and in trouble. Here would be brand new jewels of information I could use in all my storytelling (that's the heaven part) and I would be compelled by my own curiousity and desire to stay abreast of the developing multi-media industry to read this new edition cover-to-cover (the trouble part is that once I picked it up I'd be ignoring other projects in order to absorb all the great insight and information Carolyn offers).
Sure enough.
Digital Storytelling has far surpassed the typical pattern of a second edition, which offers 20% new material. Miller's second edition offers 80% new material! If you want to keep up, or even have a glimmer of what's up on the frontiers of storytelling, you've got to read Digital Storytelling.
For those who pooh-pooh new media as shallow and unintelligent, read what Miller has to say about the history and provenance of the art form - including James Joyce.
For those who're only interested in the action and the creation of same, entire sections of the book are devoted to how-to's, with "Idea-Generating Exercises" in each.
For those whose interest lies in the business aspects of new technologies, Carolyn explores that as well.

To practice what she preaches about interconnectivity and multiple media sources, the book also offers additional materials and links on a couple of different websites.
All-in-all, Digital Storytelling is a comprehensive analysis of and approach to the creative and commercial aspects of new media that reflects the rich storytelling tendencies that make us human - and that makes stories so compelling.
Buy it, read it, and refer to it whenever you're working on anything digital.
Digital Storytelling, Second Edition: A creator's guide to interactive entertainment OverviewEqually useful for seasoned professionals and those new to the field, Carolyn Handler Miller covers effective techniques for creating compelling narratives for a wide variety of digital media. Written in a clear, non-technical style, it offers insights into the process of content creation by someone with long experience in the field. Whether you're a writer, producer, director, project manager, or designer, 'Digital Storytelling' gives you all you need to develop a successful interactive project.*Learn about the ground-breaking work being done in new forms of narrative like Alternate Reality Games (ARGs), webisodes, user-generated content, mobile entertainment and transmedia storytelling *Gain insights from case studies of cutting-edge projects from a variety of different media, including the Internet, video games, interactive television, virtual reality and interactive cinema *Discover new uses of digital storytelling for both entertainment and entertainment blends -- projects that teach, inform, and promote*See how to combine the best of both worlds - classic and twenty-first century storytelling techniques

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Alan Moore's Another Suburban Romance Review

Alan Moore's Another Suburban Romance
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Alan Moore's Another Suburban Romance ReviewAlan Moore's Another Suburban Romance is an attempt to make a buck off Moore's name. Avatar Press actually calls it a "graphic novel," but it isn't. This book is based on Moore's performance works. In other words, someone has taken Moore's words, drew illustrations (black and white) for them, and placed them in some kind of sequential order (no, Moore isn't the one who did it).
The truth is, ASR consists of three illustrated "poems," only one of which (the title piece) is any good.
Save your money; if you are interested, pick it up off the shelf at your local comic book store, and start reading it. (You can read the whole thing in less than 10 minutes.) After reading some of it, my guess is that you'll place it back on the shelf.
If you are interested in Moore, read Watchmen, Promethea, Swamp Thing, or just about anything else, and forget ASR.Alan Moore's Another Suburban Romance OverviewAn all-new graphic novel from the writer who defined modern comics, Alan Moore. For the first time ever, Alan Moore's performance works making up the play Another Suburban Romance are put in print and lavishly illustrated as full sequential stories. Comprised of three major pieces, adapted from Moore's original presentations by frequent collaborator Antony Johnston (The Courtyard), this original graphic novel is completely illustrated by the Spanish sensation Juan Jose Ryp. Running from the 1920's Chicago style killings in Old Gangsters Never Die, to the ruminations of modern life in the namesake piece Another Suburban Romance, this powerful work is one that no Alan Moore fan will want to miss!

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The Multiplayer Classroom: Designing Coursework as a Game Review

The Multiplayer Classroom: Designing Coursework as a Game
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The Multiplayer Classroom: Designing Coursework as a Game ReviewWhen I first heard about what Lee Sheldon was doing in his college course, by way of a viewing of Jesse Schell's DICE Convention talk (distributed by TED), I looked for more info. Using XP to grade? How would this work? My gut told me that it was worth investigating further, so I poked around...and discovered that this textbook was about to be published, a scant week from my investigation. TIMING!
Having placed my order for a copy, I scoured TED for relevant talks (and found several), and began some cursory plans for my classroom.
When the book arrived, I put all planning on hold and read it. It proved to be a quick read, in part, no doubt, because the author had been/is a writer (for TV shows, notably Star Trek: The Next Generation; and for some of the best computer games out there). He knew how to keep the info engaging. One small example: Instead of chapters, the book has levels.
The Multiplayer Classroom offers a sturdy skeleton for a rethinking of your classroom content delivery. It shares the youthful history of using a gaming overlay in education step by step, as it evolved, and unashamedly allows for the criticisms of such restructuring to be voiced as well as the praises. (The latter easily overshadow the former.) The book explains the mechanisms games use to engage and entertain the player, and suggests how to use those same mechanisms to facilitate learning. And, it shares concrete examples from real-life applications.
Now, I will tell you straight up: There is content in this book that feels like filler. There are several tentative case-studies, reports of initial experiments that teachers at various levels in various disciplines have attempted. Not all of these have solid, decisive conclusions to share.
But why would we expect otherwise? We are talking about a true paradigm shift here: An entirely new way to cast--and consider--the content in your classroom. Very few educators have even heard about this possibility. Even fewer have tried implementing it.
I used to tell students when they entered my classroom for the first time that they had a clean slate. The implication? An "A+" was there, waiting for them to maintain. Now, I plan to go into this coming school year with the opening line Lee used: "Good morning. Welcome. Everyone in this class is going to receive an F." To be followed, after a pause, with, "Unless...."
More importantly, I am now working to intertwine my content (in my case middle school English) with a compelling story line, with surprises and rewards for the player (ie, students) along the way.
And I'm changing the terminology that will be used in the classroom. Why "write a free-choice paper" when you can "adventure"? Why "do a project" when you can "go on a quest"? And who'd prefer to "take a quiz" when they might "be inspected by an official from another province" or "take a test" when they might "tame a beast"? Words are amazingly powerful, and the connotations that certain terms bring can instantaneously engage or disconnect a reader/listener. In my class, students will unlock achievements, discover treasures, and battle illiteracy....
There is no change in content. My curriculum maps are still my guide. State-mandated standards are intact. What's changing? My delivery. The way I FRAME the content.
That's what this book is all about. It's cutting edge, and largely untested. But it's based in logic, in common sense. Its premise, in a nutshell: Using, in a classroom, those strategies which make games compelling...will make the classroom experience more compelling.
I'm creating my plans for the coming school year with both a confidence and an excitement I have not felt in years.The Multiplayer Classroom: Designing Coursework as a Game Overview

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Alan Moore's Writing For Comics Volume 1 Review

Alan Moore's Writing For Comics Volume 1
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Alan Moore's Writing For Comics Volume 1 ReviewThis is a collection of essays Alan Moore wrote in 1985 about writing comic books (with a follow-up essay from 2003 at the end). Actually, it's more about being a creative storyteller, not so much about comics. As you read the text, you realize that the nuts and bolts of panels, pages, and word balloons mean very little in comparison to honesty, inventiveness, intent, and understanding of your own talent. Alan Moore makes this clear as he writes, advising the aspiring writer to consider what he's doing long before he gets to the point of wondering how he can stack ten panels into a page.
Moore uses his own experience as a guide. Although he had not yet written (or completed) some of his greatest comics, by 1985 he had been working in British comics for years. He was also working on Swamp Thing and Miracle Man at the time. He uses Swamp Thing examples more than any other, which is good. That was the first great period of Moore's work, when he turned comic book writers into superstars along with illustrators. He describes one of his more daring stories of the 1980s --- a Swamp Thing issue in which menstruation is tied to a werewolf story --- from the ground up. First he had the social idea, then he came up with a framework for it, then he wrote the pages and panels.
Reading this short volume is a real inspiration for anyone who wants to tell stories. The advice here can liberate a writer from distractions and lead him (or her) toward the creative decisions that matter most. The final chapter adds a wonderful twist. Moore recommends that you avoid a personal style and focus instead of personal growth as an artist. Success should lead to experimenting, not a rut in which you tell the same lucrative story over and over. Alan Moore lives his life this way, so his advice has some well-earned authority behind it.Alan Moore's Writing For Comics Volume 1 OverviewThe master of comic book writing shares his thoughts on how to deliver a top-notch script! The main essay was originally written in 1985 and appeared in an obscure British fanzine, right as Moore was reshaping the landscape of modern comics, and has been tragically lost ever since. Now Avatar brings it back in print, collected for the first time as one graphic novel, and heavily illustrated by Jacen Burrows. Moore also provides a brand new essay on how his thoughts on writing have changed in the two decades since he first wrote it.

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Writing Screenplays That Sell, New Twentieth Anniversary Edition: The Complete Guide to Turning Story Concepts into Movie and Television Deals Review

Writing Screenplays That Sell, New Twentieth Anniversary Edition: The Complete Guide to Turning Story Concepts into Movie and Television Deals
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Writing Screenplays That Sell, New Twentieth Anniversary Edition: The Complete Guide to Turning Story Concepts into Movie and Television Deals ReviewThis was fortunately one of the first books I started with and it was a dandy. Much better than Syd Field and several of the other starting books. Hague remains upbeat (something you need to break in to screenwriting) and covers all the main points and questions for starting out. Even more important, he talks about why you should and should not be doing it and living a good life.
When you're read for something intermediate, check out Armer's WRITING THE SCREENPLAY and Thom's THE BIG DEAL (about spec scripts that sold in the last decade or so).
And, for advanced techniques go to: Lagos Egri's THE ART OF DRAMATIC WRITING (more for plays but it does apply) and McKee's STORY . . . and, of course, the superlative WORDPLAYER.COM with free articles by two working screenwriters . .. Ted Elliot and Terry Rossio.Writing Screenplays That Sell, New Twentieth Anniversary Edition: The Complete Guide to Turning Story Concepts into Movie and Television Deals Overview

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