Alex Kane: '“Today’s most innovative artists are always looking for new ways to push boundaries, with their music and their means of connecting with fans,” says [Lucas] Wilson. “[...] We’re used to going to concerts, but very few of us have actually been on stage. We’ve grown accustomed to hearing from our favorite artists on social media, but rarely do those words come directly from their mouths. VR is changing all that. It’s the most personal way of connecting with your fans.”'
This article emphasizes the importance of compositionally sound and artistic expressions through digital media. I feel this helps students develop connections beyond the bounds of a textbook or state-mandated assessment. Our students need to develop critical creative connections.
Caty McCarthy: "Before Winston, a glasses-clad gorilla scientist, was leaping across maps to crush his enemies in the chaotic multiplayer battles of Overwatch, he was merely a young ape with big aspirations and an affinity for peanut butter. But you wouldn’t know that from merely playing the game."
(From the article): Now, content will of course – for the foreseeable future – still follow along the traditional lines outlined at the beginning of this post. The creator creates, the audience receives. But the ones that get these points, the ones that feel that working lean in an audience-engaged contest… these creators, they will reap rewards that will make everyone else stand up and take notice.
Brian Moylan: "Deloitte’s annual Digital Democracy Survey was released and with it came the usual predictions of what it means for the future – but there were some surprises" ...
Brian Moylan: "Deloitte’s annual Digital Democracy Survey was released and with it came the usual predictions of what it means for the future – but there were some surprises" ...
Brian Moylan: "Deloitte’s annual Digital Democracy Survey was released and with it came the usual predictions of what it means for the future – but there were some surprises" ...
Josh Constine: "There is a battle raging for curated social media supremacy. When big things happen, each of these apps wants to be where you see the best of and behind the scenes."
Damien Lawardorn: "The real reason behind its creation [Scheherazade-IF], says Riedl, “is to probe the bounds of questions of how to get a computer to reason about, create, and understand narrative.” Given that humans are raised on stories, and make them a part of our everyday lives, Riedl’s goal is vital for any artificial intelligence if we want it to understand us."
Lorne Manly: "Technology and entertainment giants are betting billions that virtual reality is much more than a passing fad, one which will revolutionize the way we experience movies, news, sporting events, video games and more."
Histórias cada vez mais partilhadas! A autoria que não é só do autor! “When it came time to write this book, I was therefore able to write directly to my readers, because I know them so well. For me, social media dissolved the border between author and reader, replacing that border with real intimacy.”
Melanie Ehrenkranz and 'digital culture guru' Frank Rose discuss "how the future of storytelling will largely be shaped not just by the shiny new tech toys of the now and near future, but also largely on how storytellers integrate them into narrative practices of the past."
"I think that VR is an incredible tool, but it’s not synonymous with immersion. As with any other technology it’s only as immersive as the storyteller is skillful."
Derek Thompson: "The problem for Hollywood isn’t that audiences are ignoring sequels. The problem for Hollywood is that audiences are ignoring everything that isn’t a sequel, adaptation, or reboot. The market for films based on stories that aren’t already famous is threadbare. These sort of stories exist in entertainment, but consumers, and particularly young consumers, are looking for them outside of darkened theaters."
Adam Rosenberg: "How do you turn a video game series with a 20-year history and tens of millions of fans into a cohesive movie? According to Warcraft director Duncan Jones, you go back to the start."
Christy Admiraal: "There’s no question that anyone who considers himself or herself part of a fandom will have a different read on a piece of media from someone on the outside—whether it’s due to taking in all supplemental material, shipping a certain pairing, participating in fan theorizing, or some combination thereof—but exactly how does their experience differ from a reader or regular viewer who’s never dived any deeper into non-canonical material?"
The film festival just ended with a custom show called The Bomb which blew some minds with live music and immersive screening.
Earlier this year at SXSW, I met Brazilian film director Ricardo Laganaro who worked on the beautiful semi-spheric experience at the Rio's Museum of Tomorrow. He was also convinced that VR headset were killing the social bond and that other directions integrating a common experience should be explored.
Adding live music is definitely a plus. For example, it really served the No Man's Sky during last year's Playstation Experience: A night under no man's sky
Simon Staffans: "We have all heard the value of getting something to a viral stage and the need for either robust strategies for social media or an enormous amount of good luck to make that virality happen – most often a combination of the two is needed."
Mathew Klickstein: "It all comes down to something called "parasocial interactions" and why we attach so fondly to the warming glow of the screen—any screen."
Un artículo interesante sobre la película The Room que puede explicar el fenómeno de los fandoms. La interacción entre el personaje Jack (niño) y su caricatura favorita explica la psicología detrás de los fandoms y cómo , quebrando la cuarta pared, se crea un sentido de interacción verdadera.
Alex Billington: "Many moviegoers (myself included) have already seen the new Star Wars two or three times, with plans to catch it a few more times while it's playing in theaters. This will definitely help set a box office precedent but beyond that it's proof it's possible to make storytelling so valuable that, even if it's not the best movie of the year, people are willing to pay to re-watch up to four or five or six times. That's remarkable."
Aubrey Page: "In an era where long-cancelled shows like "Arrested Development" and "Mr. Show" (now living on as "W/ Bob and David") can suddenly be revived for a new season alongside their contemporary counterparts, it's clear the key to television success is as difficult to suss out as ever. [....] Helping to cut through the confusion is a new infographic, breaking down the secret life of some of your favorite shows and sharing some fun facts about your favorite shows, like "Mr. Robot" and "The Unbreakable Kimmy Schmidt," in the process."
Sarah Atkinson & Helen W. Kennedy: "There is a growing trend toward cinema-as-event – where film screenings are augmented by synchronous live performance, site-specific locations, technological interventions, social media engagement, and all manner of simultaneous interaction including singing, dancing, eating, drinking, even smelling" ...
"There is a growing trend toward cinema-as-event – where film screenings are augmented by synchronous live performance, site-specific locations, technological interventions, social media engagement, and all manner of simultaneous interaction including singing, dancing, eating, drinking, even smelling."
An entertaining opinion piece, author Alisha Grauso explains that one of the reasons why so many of the movies that were made in 2015 were box office disasters was because filmmakers did not pay enough attention to what audience members wanted to see.
The Steve Jobs movie, for example. The fact that the movie was released four years after the man's death, thereby missing the "nostalgia window" in which audiences might have cared enough about Jobs to want to see a movie about him, essentially means that the movie was made without audience interests in mind, which should always be the foremost concern when selling any product.
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