Hamlet on the Holodeck, updated edition

Hamlet on the Holodeck, updated edition

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  • Author: Janet H. Murray
  • Publisher: MIT Press
  • ISBN: 0262533480
  • Category : Literary Criticism
  • Languages : en
  • Pages : 435

An updated edition of the classic book on digital storytelling, with a new introduction and expansive chapter commentaries. I want to say to all the hacker-bards from every field—gamers, researchers, journalists, artists, programmers, scriptwriters, creators of authoring systems... please know that I wrote this book for you.” —Hamlet on the Holodeck, from the author's introduction to the updated edition Janet Murray's Hamlet on the Holodeck was instantly influential and controversial when it was first published in 1997. Ahead of its time, it accurately predicted the rise of new genres of storytelling from the convergence of traditional media forms and computing. Taking the long view of artistic innovation over decades and even centuries, it remains forward-looking in its description of the development of new artistic traditions of practice, the growth of participatory audiences, and the realization of still-emerging technologies as consumer products. This updated edition of a book the New Yorker calls a “cult classic” offers a new introduction by Murray and chapter-by-chapter commentary relating Murray's predictions and enduring design insights to the most significant storytelling innovations of the past twenty years, from long-form television to artificial intelligence to virtual reality. Murray identifies the powerful new set of expressive affordances that computing offers for the ancient human activity of storytelling and considers what would be necessary for interactive narrative to become a mature and compelling art form. Her argument met with some resistance from print loyalists and postmodern hypertext enthusiasts, and it provoked a foundational debate in the emerging field of game studies on the relationship between narrative and videogames. But since Hamlet on the Holodeck's publication, a practice that was largely speculative has been validated by academia, artistic practice, and the marketplace. In this substantially updated edition, Murray provides fresh examples of expressive digital storytelling and identifies new directions for narrative innovation.


Advances of Immersive Entertainment Experience in Tourism

Advances of Immersive Entertainment Experience in Tourism

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  • Author: 陈丽英
  • Publisher: Scientific Research Publishing, Inc. USA
  • ISBN: 1649978618
  • Category : Antiques & Collectibles
  • Languages : en
  • Pages : 202

This book studied the newly emerged business format of immersive entertainments experience, mainly focusing on offline forms, which have been proved to contribute a lot to the upgrading of modern culture and tourism industry development. With solid theoretical research on interactive digital narrative and immersive experience etc., it defined the immersive entertainment. Based on comprehensive analysis of immersive entertainment industry development at home and abroad, the research team initiated a thorough investigation of status quo of immersive entertainment in Shanghai. By deep interviewing with professionals, operators and consumers in the immersive entertainment industry, it aims to explore the reasons behind the popularity of immersive entertainment experience and the booming immersive industry, introduce typical formats and classification methods of immersive experiences, compare common development models in the immersive entertainment industry, identify development bottlenecks, and discuss future trends and suggestions in the immersive entertainment industry. This book is the collaborative effort of researchers led by Chen Liying’s research team. Chen Liying established the research framework for the entire project and oversaw the final manuscript and revisions. Tao Tingfang contributed a lot to the original idea and framework of the book. Zhangjing was responsible for the initial draft of Chapter 4, 5, 6. Yin Weihua was responsible for the Shanghai immersive entertainment development. Guan Xu was responsible for international cases and experiences. Chen Liying was responsible for Chapter 1, 2, 3, 7 and the initial draft of Chapter 8, as well as supplementing some case studies. Ma Yingjie was responsible for the technological path of Chapter 7.


Global Perspectives on Strategic Storytelling in Destination Marketing

Global Perspectives on Strategic Storytelling in Destination Marketing

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  • Author: Campos, Ana Cláudia
  • Publisher: IGI Global
  • ISBN: 1668434385
  • Category : Business & Economics
  • Languages : en
  • Pages : 336

Stories have always been part of tourism with tourists eager to both share and listen to stories about destinations. Destinations also build identity and distinctiveness by sharing stories with visitors. It is essential to gain a deeper understanding of the role that stories play in marketing and branding destinations, as well as how storytelling through digital mobile technologies can aid in these practices. Global Perspectives on Strategic Storytelling in Destination Marketing is a key reference that offers theoretical frameworks and empirical approaches to the study of storytelling in tourism at the organizational and destination levels, and from the perspectives of experience providers and customers. It further addresses current and future challenges of tourism organizations and destinations that may be tackled by creatively adopting storytelling as a strategy for brand differentiation and customer involvement. Covering topics such as film-induced tourism, heritage tourism, and community engagement, this premier reference source is an excellent resource for marketers, advertising executives, brand managers, travel agencies, tour operators, event and program managers, business executives, government officials, community leaders, students, researchers, academicians, professionals, and practitioners in the tourism and hospitality industry.


Greek Tragedy and the Digital

Greek Tragedy and the Digital

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  • Author: George Rodosthenous
  • Publisher: Bloomsbury Publishing
  • ISBN: 1350185876
  • Category : Drama
  • Languages : en
  • Pages : 239

Adopting an innovative and theoretical approach, Greek Tragedy and the Digital is an original study of the encounter between Greek tragedy and digital media in contemporary performance. It challenges Greek tragedy conventions through the contemporary arsenal of sound masks, avatars, live code poetry, new media art and digital cognitive experimentations. These technological innovations in performances of Greek tragedy shed new light on contemporary transformations and adaptations of classical myths, while raising emerging questions about how augmented reality works within interactive and immersive environments. Drawing on cutting-edge productions and theoretical debates on performance and the digital, this collection considers issues including performativity, liveness, immersion, intermediality, aesthetics, technological fragmentation, conventions of the chorus, theatre as hypermedia and reception theory in relation to Greek tragedy. Case studies include Kzryztof Warlikowski, Jan Fabre, Romeo Castellucci, Katie Mitchell, Georges Lavaudant, The Wooster Group, Labex Arts-H2H, Akram Khan, Urland & Crew, Medea Electronique, Robert Wilson, Klaus Obermaier, Guy Cassiers, Luca di Fusco, Ivo Van Hove, Avra Sidiropoulou and Jay Scheib. This is an incisive, interdisciplinary study that serves as a practice model for conceptualizing the ways in which Greek tragedy encounters digital culture in contemporary performance.


Interactive Storytelling

Interactive Storytelling

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  • Author: Lissa Holloway-Attaway
  • Publisher: Springer Nature
  • ISBN: 3031476557
  • Category : Computers
  • Languages : en
  • Pages : 546

This two-volume set LNCS 14383 and LNCS 14384 constitutes the refereed proceedings of the 16th International Conference on Interactive Digital Storytelling, ICIDS 2023, held in Kobe, Japan, during November 11–15, 2023. The 30 full papers presented in this book together with 11 short papers were carefully reviewed and selected from 101 submissions. Additionally, the proceedings includes 22 Late Breaking Works. The papers focus on topics such as: theory, history and foundations; social and cultural contexts; tools and systems; interactive narrative design; virtual worlds, performance, games and play; applications and case studies; and late breaking works.


Triaging the Streaming Wars

Triaging the Streaming Wars

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  • Author: Robert Alan Brookey
  • Publisher: Taylor & Francis
  • ISBN: 1000952118
  • Category : Social Science
  • Languages : en
  • Pages : 198

This volume considers the different implications of the rise of streaming services and their particular acceleration during the COVID-19 pandemic. Exploring the significant disruption caused to the entertainment industries by the rise of these streaming services, a team of international scholars examine changes to labor issues and compensation, which were central to the conflict between the Writers Guild of America members and their agents, the broadening divide between networks and affiliates, the significant consolidation of the media industry resulting from Disney’s acquisition of Fox ahead of the launch of Disney+, and the variety of business models behind these services that defy the traditional advertising models and standard revenue streams. This thorough and multifaceted look at this rapidly growing section of the entertainment industry will be of interest to academics and students working in film and TV studies, media industry studies, digital media studies, business, and communication studies.


Playful Materialities

Playful Materialities

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  • Author: Benjamin Beil
  • Publisher: transcript Verlag
  • ISBN: 3732862003
  • Category : Social Science
  • Languages : en
  • Pages : 296

Game culture and material culture have always been closely linked. Analog forms of rule-based play (ludus) would hardly be conceivable without dice, cards, and game boards. In the act of free play (paidia), children as well as adults transform simple objects into multifaceted toys in an almost magical way. Even digital play is suffused with material culture: Games are not only mediated by technical interfaces, which we access via hardware and tangible peripherals. They are also subject to material hybridization, paratextual framing, and processes of de-, and re-materialization.


Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020–2030

Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020–2030

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  • Author: Rodrigo Pereira dos Santos
  • Publisher: Springer Nature
  • ISBN: 3031276396
  • Category : Computers
  • Languages : en
  • Pages : 285

This book constitutes selected papers presented during the two events: the First Forum, GranDGamesBR 2020, held in Recife, Brazil, in November 2020, and the Second Forum, GranDGamesBR 2021, held in Gramado, Brazi, in October 2021. The 12 papers presented were thoroughly reviewed and selected from 24 submissions. The topics included in this volume cover the following fields connected to games and entertainment computing: game design, educational games, games evaluation, game-based learning, player experience, human-computer interaction, games industry, business models, game software ecosystems, ethics, serious games, cyberdemocracy, emotional design, computer graphics, cognitive simulation, immersive entertainment, virtual/augmented/extended reality, gamification, and creative process.


HCI International 2022 Posters

HCI International 2022 Posters

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  • Author: Constantine Stephanidis
  • Publisher: Springer Nature
  • ISBN: 3031064178
  • Category : Computers
  • Languages : en
  • Pages : 646

The four-volume set CCIS 1580, CCIS 1581, CCIS 1582, and CCIS 1583 contains the extended abstracts of the posters presented during the 24th International Conference on Human-Computer Interaction, HCII 2022, which was held virtually in June - July 2022. The total of 1276 papers and 275 posters included in the 40 HCII 2021 proceedings volumes was carefully reviewed and selected from 5583 submissions. The posters presented in these four volumes are organized in topical sections as follows: Part I: user experience design and evaluation; visual design and visualization; data, information and knowledge; interacting with AI; universal access, accessibility and design for aging. Part II: multimodal and natural interaction; perception, cognition, emotion and psychophysiological monitoring; human motion modelling and monitoring; IoT and intelligent living environments. Part III: learning technologies; HCI, cultural heritage and art; eGovernment and eBusiness; digital commerce and the customer experience; social media and the metaverse. Part IV: virtual and augmented reality; autonomous vehicles and urban mobility; product and robot design; HCI and wellbeing; HCI and cybersecurity.


The Performance of Video Games

The Performance of Video Games

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  • Author: Kelly I. Aliano
  • Publisher: McFarland
  • ISBN: 1476685495
  • Category : Games & Activities
  • Languages : en
  • Pages : 231

When viewed through the context of an interactive play, a video game player fulfills the roles of both actor and spectator, watching and influencing a game's story in real time. This book presents video gaming as a virtual medium for performance, scrutinizing the ways in which a player's interaction with the narrative informs personal, historical, social and cultural understanding. Centering the author's own experiences as both video game player and performance scholar, the book thoroughly applies concepts from theatre and performance studies. Chapters argue that the posthuman player position now challenges what can be contextualized as a lived experience, and how video games can change players' relationships with historical events and contemporary concerns, ultimately impacting how they develop a sense of self. Using the author's own gaming experiences as a framework, the book focuses on the intersection between player and narrative, exploring what engagement with a storyline reveals about identity and society.