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Interactive storytelling : techniques for 21st century fiction / Andrew Glassner.

Summary:

"The integration of new technologies with traditional storytelling drives the development of an exciting new kind of interactive story form that will involve audiences as active participants. This book provides a solid foundation in the fundamentals of both classical story and game structure. Andrew Glassner explains the surprising difficulties in bringing these two activities together."--Jacket.

Record details

  • ISBN: 1568812213
  • ISBN: 9781568812212
  • Physical Description: xiii, 511 pages : illustrations ; 23 cm
  • Publisher: Natick, Mass. : A.K. Peters, [2004]

Content descriptions

Bibliography, etc. Note:
Includes bibliographical references (pages 471-505) and index.
Formatted Contents Note:
I. Introduction -- 1. People, Stories, and Games -- II. Story Structure -- 2. Character -- 3. Plot -- 4. Story Technique -- III. Game Structure -- 5. Game Experience -- 6. Rules and Scoring -- 7. Gameplay -- IV. Merging Stories and Games -- 8. Structures -- 9. Branching and Hypertext -- 10. Common Pitfalls -- 11. First Steps -- V. Story Environments -- 12. Story Environments -- 13. Designing for Participation -- 14. Experiments.
Subject:
Entertainment computing.
Interactive multimedia.
Virtual reality.

Available copies

  • 2 of 2 copies available at NC Cardinal. (Show)
  • 2 of 2 copies available at Onslow County Public Library.

Holds

  • 0 current holds with 2 total copies.
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Show Only Available Copies
Location Call Number / Copy Notes Barcode Shelving Location Status Due Date
Jacksonville Main Library 006.7 GLA (Text) 36015000080156 Adult Nonfiction Available -
Swansboro Branch Library 006.7 GLA (Text) 36015000907556 Adult Nonfiction Available -

Accessibility Features

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035 . ‡z(OCoLC)123077443
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1001 . ‡aGlassner, Andrew S. ‡0(CARDINAL)836183
24510. ‡aInteractive storytelling : ‡btechniques for 21st century fiction / ‡cAndrew Glassner.
264 1. ‡aNatick, Mass. : ‡bA.K. Peters, ‡c[2004]
264 4. ‡c©2004
300 . ‡axiii, 511 pages : ‡billustrations ; ‡c23 cm
336 . ‡atext ‡btxt ‡2rdacontent
337 . ‡aunmediated ‡bn ‡2rdamedia
338 . ‡avolume ‡bnc ‡2rdacarrier
504 . ‡aIncludes bibliographical references (pages 471-505) and index.
50500. ‡gI. ‡tIntroduction -- ‡g1. ‡tPeople, Stories, and Games -- ‡gII. ‡tStory Structure -- ‡g2. ‡tCharacter -- ‡g3. ‡tPlot -- ‡g4. ‡tStory Technique -- ‡gIII. ‡tGame Structure -- ‡g5. ‡tGame Experience -- ‡g6. ‡tRules and Scoring -- ‡g7. ‡tGameplay -- ‡gIV. ‡tMerging Stories and Games -- ‡g8. ‡tStructures -- ‡g9. ‡tBranching and Hypertext -- ‡g10. ‡tCommon Pitfalls -- ‡g11. ‡tFirst Steps -- ‡gV. ‡tStory Environments -- ‡g12. ‡tStory Environments -- ‡g13. ‡tDesigning for Participation -- ‡g14. ‡tExperiments.
5201 . ‡a"The integration of new technologies with traditional storytelling drives the development of an exciting new kind of interactive story form that will involve audiences as active participants. This book provides a solid foundation in the fundamentals of both classical story and game structure. Andrew Glassner explains the surprising difficulties in bringing these two activities together."--Jacket.
650 0. ‡aEntertainment computing. ‡0(CARDINAL)586268
650 0. ‡aInteractive multimedia. ‡0(CARDINAL)261461
650 0. ‡aVirtual reality. ‡0(CARDINAL)261875
902 . ‡aMARCIVE 202012
901 . ‡a12540324 ‡bUnknown ‡c12540324 ‡tbiblio