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4 pages/≈1100 words
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Literature & Language
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How technology has led to immersive fictional storytelling Summary

Essay Instructions:

Assignment: Advancing technology, changing distribution models, and evolving public tastes have led to increasingly immersive modes of fictional storytelling, including:
- Multimedia franchises and expansive fictional "universes" such as Star Wars or DC and Marvel superheroes
- Heavily serialized fictional TV shows that reward obsessive attention to detail and encourage "binge" watching
- Interactive fictional narratives, including video games and roleplaying games, as well as branching narratives like Black Mirror: Bandersnatch
- Virtual and/or augmented reality games that surround viewers with fictional characters and worlds
Choose ONE SPECIFIC EXAMPLE of immersive fictional storytelling and make an argument about its possible effects on its audience. Some examples of appropriate topics for this assignment include a specific franchise like Star Wars, a specific TV show like Stranger Things, or a specific videogame like The Last of Us.
The following questions may help you to get started. Are immersive stories something to fear? Can a fictional story ever be too real? What positive impact might an immersive story have on its audience? Do you have mixed emotions about the example that you chose?
Be sure to acknowledge and answer a “naysayer” while making your argument. Your paper should be 1,100-1,500 words long and incorporate a meaningful quote from Rose's essay.
Make sure you use a specific example as your object of analysis. You must cite any words, facts, ideas, or details from the assigned text or any other source using in-text citations as well as a Works Cited page. Some students find the KnightCite Citation Service helpful in creating a Works Cited page. Please use MLA style formatting throughout.
MLA Citation Information for "The Art of Immersion: Fear of Fiction":
Rose, Frank. "The Art of Immersion: Fear of Fiction." Reading Pop Culture: A Portable Anthology, edited by Jeff Ousborne, 2nd ed., Bedford/St. Martin's, 2016, pp. 409-421.
Optional WA #3 Resources
Articles and Essays
"Video Games Can Never Be Art" and "Okay Kids, Play on My Lawn" by Roger Ebert
"What's the Enduring Power of Pokemon?" by Todd Martens and Tracy Brown
"I am Not At All Relaxed by Animal Crossing" by Cecilia D'Anastascio
"Pokemon Home is Reuniting Joyful Fans with Long-lost Monsters" by Cecilia D'Anastascio
"Why You Can't Stop Streaming Seinfeld. Or Frasier. Or Bones." by Sophie Gilbert
"The Unbearable Lightness of Animal Crossing" by Darryn King
"Why We Can't See Star Wars Anymore" by Tim Kreider
"If Comic-book Movies aren't Emotional and Psychological Cinema, Why are We Crying?" by Michael Ordona
"Baby Yoda Taps a Potent Force" by James Poniewozik
"Star Wars and the Battle of the Ever-More-Toxic Fan Culture" by Adam Rogers
"I Said Marvel Movies Aren't Cinema. Let Me Explain" by Martin Scorsese
"Medical Group Warns of Binge-Watching Health Risks" by Todd Spangler
Book Excerpt
"Chapter 3: Deeper" from The Art of Immersion by Frank Rose
MLA Citation Information for the above excerpt of The Art of Immersion:
Rose, Frank. The Art of Immersion: How the Digital Generation is Remaking Hollywood, Madison Avenue, and the Way We Tell Stories. W.W. Norton & Company, 2011.

Essay Sample Content Preview:

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How technology has led to immersive fictional storytelling
Immersive storytelling is an advanced method that the filmmakers, producers, and artists use to involve the audience by having their attention through something attractive. Therefore it requires knowledge of advanced technology and tools. This is usually limiting for the newcomers; however, producers and the creators of fiction should not fear. This actively demonstrates that understanding technology can help in storytelling. Since immersive storytelling has become popular, it expands various fields, for instance, films, video games, documentaries, and the public media. What usually happens is that advanced technology provides artistic people with new concepts. Art and science (technology) are typically thought to be different; however, this is not true.
Development in storytelling has become attractive. New tools are made every day, that it’s difficult to catch up with them. All thanks to good times, an interesting one, and these developments also reconstruct the earlier storytelling method and build the new one for the coming future. Under the impact of the new narration that is emerging: the one expressed through the media's use in a nonlinear way in a participatory and usually game-like. They are designed to be immersive for entertaining instance stories and the same time, immersive (Rose,13). For example, the long hour's tv shows such as the strange things. The creation of visuals in “stranger things|” Duffer Brothers intended to scare the audience and not make the firm violent. The series is more about suspense, the mood, and the atmosphere that the audience makes. Duffer, therefore, influenced the audience a lot in the series. These advanced modes of storytelling are entertaining and transforming.
Storytelling has advanced to visual storytelling. An image during storytelling is worthy of a hundred spoken words. Visuals can influence human emotions. in tradition, the storytelling visuals were in the form of the cave drawing. With the invention of new technology such as smartphones and computers, visual storytelling has become more accessible. Many people in the modern world usually walk around with these gadgets such as phones to virtually create and distribute a story. These concepts are the same as traditional ones, but the only difference is that people used stone walls in the past, but with advanced technology, people use social media walls such as YouTube and Facebook (Ousborne 417).
Creation of the video games and wring down novels are two main areas that require creativity. The main things that are fascinating about the new technology writing toolkits are the increased immersion in storytelling, the capacity to present a choice, and the audience's influence on the story (Naidoo 188). People usually assume that participants are typically connected. The videogame wasn't controlled by the internet or the media but connected to the programming's connective tissue. In the modern world, the message is not passed from the authors to the audience. It is spread all over more or less directly.
Video gaming is an immersive experience. For instance, in the video game zombie,...
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