Tag Archives: Immersion

Who’s Afraid of the Holodeck?

My talk at the University of  Utrecht in May 2017, Who’s Afraid of the Holodeck? Facing the Future of Digital Narrative without Ludoparanoia

 

from HKU Interactive Design Channel

Janet Murray Talk on May 21, 2017, co-organized by University of Utrecht focus area game research and HKU University of the Arts Utrecht Professorship Interactive Narrative Design. Introduction by Rene Glas (UU) and Hartmut Koenitz (HKU).

 

And here are the slides

PDF Who’s Afraid of the Holodeck jhm

 

 

Future of Storytelling | Dramatic Agency

Here is a film that was made for my participation in the the 2015 Future of Storytelling Summit.

Source: Future of Storytelling | 2015 Films

Among the games that flash by are Dys4ia, Blood and Laurels, Unmanned, Every Day the Same Dream,  Framed,  Walden, Her Story, Papers Please, and Game of Thrones: Iron from Ice

The interactive TV projects are from my Georgia Tech eTV Lab

Active Creation of Belief

Television producers are increasingly turning to interactive applications to encourage fans to become more immersed in a series’ storyworld through activities that provoke the active creation of belief.

HBO GO Game of Thrones Application

Active Creation of Belief is a  design term I first used in Hamlet on the Holodeck, to contrast with Coleridge’s classic term of “suspension of disbelief”  and to refute the notion that narrative pleasures are incompatible with interactivity.

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Transcending Transmedia Part 2

In a  previous post I described “transmedia storytelling” as an interim term for an additive strategy  of  creating a consistent fictional world across multiple legacy media platforms, like TV and videogames.  I expressed an expectation that we will see a unified new genre of storytelling native to the new digital medium, as I described in a previous book.

The SyFy TV show Defiance will have an associated MMO set in a different city within the same storyworld.

What would this new participatory story genre look like? Some of its conventions are clear, based on the way people have wanted to connect with existing story worlds and multiplayer games: It will involve an internally consistent but puzzling fictional world, an authored but participatory plot, and an encyclopedically large cast built around a small number of iconic figures. Continue reading