Author: Michael Neal
Publisher: iUniverse
ISBN: 0595261566
Category : Authorship
Languages : en
Pages : 348
Book Description
With headlines full of scandals involving CEOs and billion dollar deals, names such as Enron, WorldCom, and Qwest echo through Wall Street where investors are more than a little skittish. So what happens on the other side of the business world-the world of startup companies and entrepreneurs? Computer scientist and author Michael Neal provides a glimpse into this world as two young entrepreneurs navigate their way through the complex maze of venture capitalists and professional managers.
Interactive Novel
Author: Michael Neal
Publisher: iUniverse
ISBN: 0595261566
Category : Authorship
Languages : en
Pages : 348
Book Description
With headlines full of scandals involving CEOs and billion dollar deals, names such as Enron, WorldCom, and Qwest echo through Wall Street where investors are more than a little skittish. So what happens on the other side of the business world-the world of startup companies and entrepreneurs? Computer scientist and author Michael Neal provides a glimpse into this world as two young entrepreneurs navigate their way through the complex maze of venture capitalists and professional managers.
Publisher: iUniverse
ISBN: 0595261566
Category : Authorship
Languages : en
Pages : 348
Book Description
With headlines full of scandals involving CEOs and billion dollar deals, names such as Enron, WorldCom, and Qwest echo through Wall Street where investors are more than a little skittish. So what happens on the other side of the business world-the world of startup companies and entrepreneurs? Computer scientist and author Michael Neal provides a glimpse into this world as two young entrepreneurs navigate their way through the complex maze of venture capitalists and professional managers.
Interactive Fiction
Author: Wolfgang Ruttkowski
Publisher: GRIN Verlag
ISBN: 3638798879
Category : Language Arts & Disciplines
Languages : en
Pages : 70
Book Description
Scientific Essay from the year 1997 in the subject German Studies - Genres, Kyoto Sangyo University (Japanese Society for Germanistics), course: Yearly Congress of the japanese german organization, Tokio, 11.5.1996, language: English, abstract: We see that in interactive literature, the danger lies less in interactivity as such, but rather in the simultaneity of heterogeneous input it allows. As "strata-poetics" has taught us our reading experience is always an intensely interactive one. We contribute more to it than we aware of. More precisely: the characteristic experience of literature (especially of poesy) is not possible without intense interactivity between author and reader. It is the simultaneity of various heterogeneous and often contradictory reader-contributions, not inspired by the work itself but by the willfulness of the "readers", which cast the "Internet Story" in doubt as a valid literary genre.
Publisher: GRIN Verlag
ISBN: 3638798879
Category : Language Arts & Disciplines
Languages : en
Pages : 70
Book Description
Scientific Essay from the year 1997 in the subject German Studies - Genres, Kyoto Sangyo University (Japanese Society for Germanistics), course: Yearly Congress of the japanese german organization, Tokio, 11.5.1996, language: English, abstract: We see that in interactive literature, the danger lies less in interactivity as such, but rather in the simultaneity of heterogeneous input it allows. As "strata-poetics" has taught us our reading experience is always an intensely interactive one. We contribute more to it than we aware of. More precisely: the characteristic experience of literature (especially of poesy) is not possible without intense interactivity between author and reader. It is the simultaneity of various heterogeneous and often contradictory reader-contributions, not inspired by the work itself but by the willfulness of the "readers", which cast the "Internet Story" in doubt as a valid literary genre.
Writing an Interactive Story
Author: Pierre Lacombe
Publisher: CRC Press
ISBN: 1000735451
Category : Computers
Languages : en
Pages : 346
Book Description
Video games have become the world's largest leading cultural product. Though disputed in the past, the narrative qualities of video games have finally secured distinction in the realm of art. This is especially true for interactive games. Writing an Interactive Story will help the reader in navigating the creation process of interactive scripts, in addition to discovering behind the scenes narrative choices of renowned games, and will help you to harness your inner creativity. Guided by master interactive scriptwriters, the text presents its content in the form of a unique writing workshop. With interactive game writing, the player becomes the star of the work. Thanks to this method of storytelling, the morals of the game become resonant. This is because the weight of the narrative’s choices and consequences rest fully upon the player. It's the ultimate narrative. Whether you are a video game enthusiast, student, or professional, discover how to create a more immersive personalized experience than ever before and give your players the opportunity to write their own destiny through their choices. The methods, strategies, and secrets of this new art await you. Features exclusive interviews with: David Cage – BAFTA Award for Best Story – Heavy Rain Jean-Luc Cano - BAFTA Award for Best Story – Life Is Strange Joe Penny, David Bowman – Telltale’s The Wolf Among Us, The Walking Dead Benjamin Diebling – Beyond Two Souls, Detroit: Become Human Erwan Le Breton – Ubisoft Thomas Veauclin– The Council Fibre Tigre – Out There
Publisher: CRC Press
ISBN: 1000735451
Category : Computers
Languages : en
Pages : 346
Book Description
Video games have become the world's largest leading cultural product. Though disputed in the past, the narrative qualities of video games have finally secured distinction in the realm of art. This is especially true for interactive games. Writing an Interactive Story will help the reader in navigating the creation process of interactive scripts, in addition to discovering behind the scenes narrative choices of renowned games, and will help you to harness your inner creativity. Guided by master interactive scriptwriters, the text presents its content in the form of a unique writing workshop. With interactive game writing, the player becomes the star of the work. Thanks to this method of storytelling, the morals of the game become resonant. This is because the weight of the narrative’s choices and consequences rest fully upon the player. It's the ultimate narrative. Whether you are a video game enthusiast, student, or professional, discover how to create a more immersive personalized experience than ever before and give your players the opportunity to write their own destiny through their choices. The methods, strategies, and secrets of this new art await you. Features exclusive interviews with: David Cage – BAFTA Award for Best Story – Heavy Rain Jean-Luc Cano - BAFTA Award for Best Story – Life Is Strange Joe Penny, David Bowman – Telltale’s The Wolf Among Us, The Walking Dead Benjamin Diebling – Beyond Two Souls, Detroit: Become Human Erwan Le Breton – Ubisoft Thomas Veauclin– The Council Fibre Tigre – Out There
Interactive Books
Author: Jacqueline Reid-Walsh
Publisher: Routledge
ISBN: 113509814X
Category : Literary Criticism
Languages : en
Pages : 393
Book Description
Movable books are an innovative area of children’s publishing. Commonly equated with spectacular pop-ups, movable books have a little-known history as interactive, narrative media. Since they are hybrid artifacts consisting of words, images and movable components, they cross the borders between story, toy, and game. Interactive Books is a historical and comparative study of early movable books in relation to the children who engage with them. Jacqueline Reid-Walsh focuses on the period movable books became connected with children from the mid-17th to the early-19th centuries. In particular, she examines turn-up books, paper doll books, and related hybrid experiments like toy theaters and paignion (or domestic play set) produced between 1650 and 1830. Despite being popular in their own time, these artifacts are little known today. This study draws attention to a gap in our knowledge of children’s print culture by showing how these artifacts are important in their own right. Reid-Walsh combines archival research with children’s literature studies, book history, and juvenilia studies. By examining commercially produced and homemade examples, she explores the interrelations among children, interactive media, and historical participatory culture. By drawing on both Enlightenment thinkers and contemporary digital media theorists Interactive Books enables us to think critically about children’s media texts paper and digital, past and present.
Publisher: Routledge
ISBN: 113509814X
Category : Literary Criticism
Languages : en
Pages : 393
Book Description
Movable books are an innovative area of children’s publishing. Commonly equated with spectacular pop-ups, movable books have a little-known history as interactive, narrative media. Since they are hybrid artifacts consisting of words, images and movable components, they cross the borders between story, toy, and game. Interactive Books is a historical and comparative study of early movable books in relation to the children who engage with them. Jacqueline Reid-Walsh focuses on the period movable books became connected with children from the mid-17th to the early-19th centuries. In particular, she examines turn-up books, paper doll books, and related hybrid experiments like toy theaters and paignion (or domestic play set) produced between 1650 and 1830. Despite being popular in their own time, these artifacts are little known today. This study draws attention to a gap in our knowledge of children’s print culture by showing how these artifacts are important in their own right. Reid-Walsh combines archival research with children’s literature studies, book history, and juvenilia studies. By examining commercially produced and homemade examples, she explores the interrelations among children, interactive media, and historical participatory culture. By drawing on both Enlightenment thinkers and contemporary digital media theorists Interactive Books enables us to think critically about children’s media texts paper and digital, past and present.
The History and Allure of Interactive Visual Novels
Author: Mark Kretzschmar
Publisher: Bloomsbury Publishing USA
ISBN: 1501368621
Category : Games & Activities
Languages : en
Pages : 273
Book Description
Visual novels (VNs), a ludic video game genre that pairs textual fiction stories with anime-like images and varying degrees of interactivity, have increased in popularity among Western audiences in recent years. Despite originating in Japan, these stories have made their way into global culture as a genre accessible for both play and creation with wide-ranging themes from horror and loneliness to sexuality. The History and Allure of Interactive Visual Novels begins with a comprehensive overview of the visual novel genre and the cultural evolution that led to its rise, then explains the tropes and appeal of subgenres like bishojo (cute girl games), detective games, horror, and eroge (erotic games). Finally, the book explores the future of the genre in both user-generated games and games from other genres that liberally borrow both narrative and ludological themes from visual novels. Whether you're a long-standing fan of the genre or a newcomer looking for a fresh experience, The History and Allure of Interactive Visual Novels will provide an accessible and critically engaging overview of a genre that is rich in storytelling yet often overlooked.
Publisher: Bloomsbury Publishing USA
ISBN: 1501368621
Category : Games & Activities
Languages : en
Pages : 273
Book Description
Visual novels (VNs), a ludic video game genre that pairs textual fiction stories with anime-like images and varying degrees of interactivity, have increased in popularity among Western audiences in recent years. Despite originating in Japan, these stories have made their way into global culture as a genre accessible for both play and creation with wide-ranging themes from horror and loneliness to sexuality. The History and Allure of Interactive Visual Novels begins with a comprehensive overview of the visual novel genre and the cultural evolution that led to its rise, then explains the tropes and appeal of subgenres like bishojo (cute girl games), detective games, horror, and eroge (erotic games). Finally, the book explores the future of the genre in both user-generated games and games from other genres that liberally borrow both narrative and ludological themes from visual novels. Whether you're a long-standing fan of the genre or a newcomer looking for a fresh experience, The History and Allure of Interactive Visual Novels will provide an accessible and critically engaging overview of a genre that is rich in storytelling yet often overlooked.
Novel Ideas
Author: Paul Williams
Publisher: Bloomsbury Publishing
ISBN: 1350309206
Category : Language Arts & Disciplines
Languages : en
Pages : 254
Book Description
This concise yet comprehensive study explores innovative practice in the novel and, from the perspective of creative writing, the astonishing resilience of the novel form. It offers a practical guide to the many possibilities available to the writer of the novel, with each chapter offering exercises to encourage innovation and to expand the creative writer's narrative skills. Beginning with early iterations of the novel in the 17th century, this book follows the evocation of innovation in the novel through Realism, Modernism, Postmodernism and into today's dizzying array of digital and interactive possibilities. While guiding the reader through the possibilities available (in both genre and literary fiction), this book encourages both aspiring and established writers to produce novels with imagination, playfulness and gravitas. Dynamic and interactive, this text is distinctive in offering a grounding in the literary history of the novel, while also equipping readers to write in the form themselves. It is an essential resource for any student of creative writing, or anyone with an interest in writing their own novel.
Publisher: Bloomsbury Publishing
ISBN: 1350309206
Category : Language Arts & Disciplines
Languages : en
Pages : 254
Book Description
This concise yet comprehensive study explores innovative practice in the novel and, from the perspective of creative writing, the astonishing resilience of the novel form. It offers a practical guide to the many possibilities available to the writer of the novel, with each chapter offering exercises to encourage innovation and to expand the creative writer's narrative skills. Beginning with early iterations of the novel in the 17th century, this book follows the evocation of innovation in the novel through Realism, Modernism, Postmodernism and into today's dizzying array of digital and interactive possibilities. While guiding the reader through the possibilities available (in both genre and literary fiction), this book encourages both aspiring and established writers to produce novels with imagination, playfulness and gravitas. Dynamic and interactive, this text is distinctive in offering a grounding in the literary history of the novel, while also equipping readers to write in the form themselves. It is an essential resource for any student of creative writing, or anyone with an interest in writing their own novel.
Anime and the Visual Novel
Author: Dani Cavallaro
Publisher: McFarland
ISBN: 0786458186
Category : Performing Arts
Languages : en
Pages : 269
Book Description
This book describes the thematic and structural traits of a recent and popular development within the realm of anime: series adapted from visual novels. Visual novels are interactive fiction games in which players creatively control decisions and plot turning points. Endings alter according to the player's choices, providing a motivation to replay the game and opt for alternative decisions each time. Pictorial sumptuousness, plot depth and subtle characterization are vital aspects of the medium. Anime based on visual novels capitalizes on the parent games' attributes, yielding thought-provoking yarns and complex personalities.
Publisher: McFarland
ISBN: 0786458186
Category : Performing Arts
Languages : en
Pages : 269
Book Description
This book describes the thematic and structural traits of a recent and popular development within the realm of anime: series adapted from visual novels. Visual novels are interactive fiction games in which players creatively control decisions and plot turning points. Endings alter according to the player's choices, providing a motivation to replay the game and opt for alternative decisions each time. Pictorial sumptuousness, plot depth and subtle characterization are vital aspects of the medium. Anime based on visual novels capitalizes on the parent games' attributes, yielding thought-provoking yarns and complex personalities.
Author:
Publisher: Springer Nature
ISBN: 3031733444
Category :
Languages : en
Pages : 738
Book Description
Publisher: Springer Nature
ISBN: 3031733444
Category :
Languages : en
Pages : 738
Book Description
Interactive Storytelling for Video Games
Author: Josiah Lebowitz
Publisher: Taylor & Francis
ISBN: 113612733X
Category : Computers
Languages : en
Pages : 333
Book Description
What really makes a video game story interactive? What's the best way to create an interactive story? How much control should players be given? Do they really want that control in the first place? Do they even know what they want-or are their stated desires at odds with the unconscious preferences? All of these questions and more are examined in this definitive book on interactive storytelling for video games. You'll get detailed descriptions of all major types of interactive stories, case studies of popular games (including Bioshock, Fallout 3, Final Fantasy XIII, Heavy Rain, and Metal Gear Solid), and how players interact with them, and an in-depth analysis of the results of a national survey on player storytelling preferences in games. You'll get the expert advice you need to generate compelling and original game concepts and narratives.With Interactive Storytelling for Video Games, you'll:
Publisher: Taylor & Francis
ISBN: 113612733X
Category : Computers
Languages : en
Pages : 333
Book Description
What really makes a video game story interactive? What's the best way to create an interactive story? How much control should players be given? Do they really want that control in the first place? Do they even know what they want-or are their stated desires at odds with the unconscious preferences? All of these questions and more are examined in this definitive book on interactive storytelling for video games. You'll get detailed descriptions of all major types of interactive stories, case studies of popular games (including Bioshock, Fallout 3, Final Fantasy XIII, Heavy Rain, and Metal Gear Solid), and how players interact with them, and an in-depth analysis of the results of a national survey on player storytelling preferences in games. You'll get the expert advice you need to generate compelling and original game concepts and narratives.With Interactive Storytelling for Video Games, you'll:
Twisty Little Passages
Author: Nick Montfort
Publisher: MIT Press
ISBN: 9780262633185
Category : Business & Economics
Languages : en
Pages : 306
Book Description
A critical approach to interactive fiction, as literature and game. Interactive fiction—the best-known form of which is the text game or text adventure—has not received as much critical attention as have such other forms of electronic literature as hypertext fiction and the conversational programs known as chatterbots. Twisty Little Passages (the title refers to a maze in Adventure, the first interactive fiction) is the first book-length consideration of this form, examining it from gaming and literary perspectives. Nick Montfort, an interactive fiction author himself, offers both aficionados and first-time users a way to approach interactive fiction that will lead to a more pleasurable and meaningful experience of it. Twisty Little Passages looks at interactive fiction beginning with its most important literary ancestor, the riddle. Montfort then discusses Adventure and its precursors (including the I Ching and Dungeons and Dragons), and follows this with an examination of mainframe text games developed in response, focusing on the most influential work of that era, Zork. He then considers the introduction of commercial interactive fiction for home computers, particularly that produced by Infocom. Commercial works inspired an independent reaction, and Montfort describes the emergence of independent creators and the development of an online interactive fiction community in the 1990s. Finally, he considers the influence of interactive fiction on other literary and gaming forms. With Twisty Little Passages, Nick Montfort places interactive fiction in its computational and literary contexts, opening up this still-developing form to new consideration.
Publisher: MIT Press
ISBN: 9780262633185
Category : Business & Economics
Languages : en
Pages : 306
Book Description
A critical approach to interactive fiction, as literature and game. Interactive fiction—the best-known form of which is the text game or text adventure—has not received as much critical attention as have such other forms of electronic literature as hypertext fiction and the conversational programs known as chatterbots. Twisty Little Passages (the title refers to a maze in Adventure, the first interactive fiction) is the first book-length consideration of this form, examining it from gaming and literary perspectives. Nick Montfort, an interactive fiction author himself, offers both aficionados and first-time users a way to approach interactive fiction that will lead to a more pleasurable and meaningful experience of it. Twisty Little Passages looks at interactive fiction beginning with its most important literary ancestor, the riddle. Montfort then discusses Adventure and its precursors (including the I Ching and Dungeons and Dragons), and follows this with an examination of mainframe text games developed in response, focusing on the most influential work of that era, Zork. He then considers the introduction of commercial interactive fiction for home computers, particularly that produced by Infocom. Commercial works inspired an independent reaction, and Montfort describes the emergence of independent creators and the development of an online interactive fiction community in the 1990s. Finally, he considers the influence of interactive fiction on other literary and gaming forms. With Twisty Little Passages, Nick Montfort places interactive fiction in its computational and literary contexts, opening up this still-developing form to new consideration.