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Digital Narrative Theory & Practice Day 1
Transcript of Digital Narrative Theory & Practice Day 1
What Are Theory & Practice?
a retelling or recounting
(a story is a sequence of events; a narrative is the retelling of the events)
of, relating to, or being data in the form of especially binary digits <digital images> <a digital readout>; especially : of, relating to, or employing digital communications
signals <a digital broadcast> — compare analog
electronic <digital devices>; also : characterized by electronic and especially computerized technology <the digital age>
system of ideas
intended to explain
something, esp. one based
on general principles
independent of the thing
to be explained<Darwin's
theory of evolution>
A set of principles on which
the practice of an activity is
based <a theory of education>
application or use of
an idea, belief, or
method as opposed to
theories about such
application or use;
custom or habit
What Is Digital Narrative?
What Are Theory & Practice?
"Gamification is the use of game thinking and game mechanics to engage audiences and solve problems. In other words, it means taking the best lessons from games like FarmVille, World of Warcraft and Angry Birds, and using them in business. Whether targeted at customers or employees, across industries as diverse as technology, health care, education, consumer products, entertainment and travel, gamification’s impact can already be felt."
New Media Art
The ArtBase encompasses a vast range of project by artists all over the world that employ materials such as software, code, websites, moving images, games and browsers to aesthetics and critical ends.
My research over the past decade at the University of California, Berkeley, and the Institute for the Future has shown that games consistently provide us with the four ingredients that make for a happy and meaningful life: satisfying work, real hope for success, strong social connections and the chance to become a part of something bigger than ourselves. . . . We can create rewarding, transformative games for ourselves and our families; for our schools, businesses and neighborhoods; for an entire industry or an entirely new movement.
Video Game Scoring
Music in visual media, whether it is in a film, television program, video game, or website, cues the viewer/player how to feel. We've all seen clips of movies with two different scores, and noticed the difference it makes to our emotional experience. As the video game composer, you guide the player through the game, help them make a narrative experience out of the game, one that is emotionally exciting and satisfying. Although that aspect is often not consciously appreciated, it is as important as the visual, kinetic, thematic, and ludic (having to do with play) elements of the game.
Visual Culture & New Media Studies
Where do new media artworks end and games begin? What makes something a game, and something else art if they use similar technology, interfaces, and perhaps evoke the same experiences? Innovation happens in each segment of the new media fields we'll be exploring--software & hardware, art, design, movies, mobile communications, and gaming--and those innovations influence each other.
How this course contributes to the minors
Dr. Lori Landay
Berklee College of Music
"Drift," interactive virtual art by Maya Paris. Machinima clip from "Click: Immersive & Interactive Virtual Art," Lori Landay
Communication & Control (Systems)
Digital narrative is
narrative that uses
technologies in its
production, distribution, & experiences
What's interesting is the
that the digital technologies can make to the narrative content, storytelling, and experience of the narrative.
Narrative has 2 meanings:
content (events, actions,
time & location)
in English: story
in French: histoire
in Russian: fabula
the way the narrative is
told (arrangement, emphasis,
point of view)
in English: discourse
in French: discours
in Russian: sjuzet
How DIGITAL technologies can
make new NARRATIVE can be
the world is perceived in terms of
object possibilities--what you
can do with an object--as well as
its visual and spatial properties.
(James J. Gibson, 1977)
Affordances in Interaction Design:
The Design of Everyday Things
, Donald Norman (1988) used the term "affordance" as the design aspect that suggests how it should be used. It includes perceived and actual properties.
CONNECTIONS BETWEEN THEORY & PRACTICE
COMMUNICATION & CONTROL
LINEAR & NONLINEAR HYPERTEXT/HYPERMEDIA
PLAY & GAME
VIRTUAL & ACTUAL
agent who produces a narrative
first-person, second-person, third-person, & figural (3rd person + reflector or center of consciousness)--Franz Karl Stanzel
process by which narrative is conveyed (narrative is commonly used for this, too)
(from Basics Elements of Narrative, by David Herman)
TIWEM: Transmedia Imaginary Worlds
Think of 3-4 favorite games from childhood.
Consider playground games, field games,
table top games, and video games.
Narrative Take 1
Once upon a time there was ___. Every day, ___. One day ___. Because of that, ___. Because of that, ___. Until finally ___.
(how we participate when we listen, watch or read)
22 Tweets about Pixar Storytelling