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Title | : | The Art of Immersion: How the Digital Generation Is Remaking Hollywood, Madison Avenue, and the Way We Tell Stories |
Author | : | Frank Rose |
Book Format | : | Hardcover |
Book Edition | : | First Edition |
Pages | : | Pages: 354 pages |
Published | : | February 21st 2011 by W. W. Norton Company (first published January 15th 2011) |
Categories | : | Nonfiction. Culture. Film. Science. Technology. Business. Language. Writing |
Frank Rose
Hardcover | Pages: 354 pages Rating: 3.88 | 910 Users | 80 Reviews
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A field guide to the visionaries—and the fans—who are reinventing the art of storytelling.Not long ago we were spectators, passive consumers of mass media. Now, on YouTube and blogs and Facebook and Twitter, we are media. And while we watch more television than ever before, how we watch it is changing in ways we have barely slowed down to register. No longer content in our traditional role as couch potatoes, we approach television shows, movies, even advertising as invitations to participate—as experiences to immerse ourselves in at will. Wired contributing editor Frank Rose introduces us to the people who are reshaping media for a two-way world—people like Will Wright (The Sims), James Cameron (Avatar), Damon Lindelof (Lost), and dozens of others whose ideas are changing how we play, how we chill, and even how we think. The Art of Immersion is an eye-opening look at the shifting shape of entertainment today.

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Original Title: | The Art of Immersion: How the Digital Generation Is Remaking Hollywood, Madison Avenue, and the Way We Tell Stories |
ISBN: | 0393076016 (ISBN13: 9780393076011) |
Edition Language: | English URL http://www.artofimmersion.com/ |
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Ratings: 3.88 From 910 Users | 80 ReviewsWeigh Up Epithetical Books The Art of Immersion: How the Digital Generation Is Remaking Hollywood, Madison Avenue, and the Way We Tell Stories
Tiffany TThe Art of Immersion discusses how video games have been used to further a movies Public Relations. The movie industry has been using movies and since the modern age to draw audiences to the theaters. At the time this book was written the concepts of games, whether interactive or video, as a precursor to big-budget Hollywood films began to take off. Frank Rose uses examples from popular films such as The Dark Knight and Avatar to demonstrate how the movie industry increased audiencePretty interesting description of various "immersive" trends in culture and media (the Lost ARGs, various video games, new trends in advertising as experience, etc.). Rose doesn't draw a lot of conclusions, or really do any philosophizing about this stuff, which is cool, but also maybe a bit of a letdown. And at times this reads like a series of Wired pieces strung together. (Certain anecdotes and examples get repeated a few times--a pet peeve of mine.) It's a very compelling read though, and

While we are a far cry from the days of Ancient Rome where only groups of elite people could partake in the telling of stories; it could be said that this form of bias still ruled much of the world until only recently. Once upon a time, the common folk were all but observers and spectators in the sport of mass media. Oh, the trust we had in a stuffy, old gentleman that sat behind a desk at a certain hour, who told us all the news we needed to know. And, when it came time for our favorite
First, the cover is very appealing.That might not sound like I have much good to say about this, and that's partially true. Rose is a very clear, engaging writer but the chapters do not ultimately feel connected in any grand scheme or overall message. I'm left feeling on the hunt for the argument. This evokes a too-pedestrian feel, like a collection of Wired articles about your favorite TV shows and films and how they have utilized an immersive entertainment experience. But as a reader
Hyperlink films, like hyperlinks themselves, are really about simultaneitythe sense that you can be seeing one thing and instantly switch to something else thats occurring at the same time. At some basic level, the implication is that we exist in a multiverse. Simultaneity as the salient fact of our culture long predates the Internet. It was television that got people acclimated to the ideaespecially after remote controls started to proliferate in the seventies. But simultaneity predates even
Decent primer but you'll need to look elsewhere for deeper analysis.
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