----------------------------------------------------------------------------------------------------------------------
Q: The Internet, social media and other open systems have
allowed for user-generated content (UGC), crowd – sourcing and other forms of
audience participation to prevail in digital media. But how do we translate
these features into storytelling experiences, without treading on the toes of
the author?
This project uses
Facebook, Twitter and Youtube to let the audience communicate directly with
‘Christina’ , the main character who is trapped in the main room.
Interactive movie ‘Inside’ / Digital
Fiction Factory project:
·
First ever social film
·
Internet connection proves to be the only method
of letting the audience in to engage with the issue that the character is faced
with ie: being trapped
Another example that we
have is Digital Fiction Factory’s story that engages with and uses the audience,
called ‘Take This Lollipop’. This is a features that, with your permission,
accesses your personal information via facebook, and interprets in the short
film as part of the plot, to set the user up as the victim of a someone who is
spying on him/her and looking to find him/her. This is a powerful attempt to
tell a story that involves the audience, as it take upon itself the horror
theme which automatically grips the user, as would a normal film.
‘Alice for ipad’ is a
further example that takes audience involvement into account, as this is a game
for the ipad that lets the user move items about in the game by shaking &
moving the ipad. This doesn’t completely convey to a large extent how the
audience can be involved, as much as take this lollipop does, however it still
gives the audience the opportunity to alter effects in the game just by moving
the ipad itself.
No comments:
Post a Comment