The Art of Immersion: How the Digital Generation Is Remaking Hollywood, Madison Avenue, and the Way We Tell Stories
Frank Roseamazon.com
The Art of Immersion: How the Digital Generation Is Remaking Hollywood, Madison Avenue, and the Way We Tell Stories
Ad people (they’re not just men anymore) begin to realize they need to stop preaching to consumers and start listening to them. That’s what “sense and respond” means—a dialogue.
It started with the videocassette recorder. In 1975, when Sony introduced the notion of “time shift,”
Crucially, Why So Serious? was nonlinear. Like hypertext—text that has embedded within it links to other texts, an essential feature of the Web—it could lead you along different paths. Links can carry you deeper and deeper into a story, revealing levels of detail that would be impossible to convey in a single, two-hour movie.
IN A COMMAND-AND-CONTROL WORLD, we know who’s telling the story; it’s the author. But digital media have created an authorship crisis. Once the audience is free to step out into the fiction and start directing events, the entire edifice of twentieth-century mass media begins to crumble.
Ian Schafer, the agency’s CEO, told AMC execs they shouldn’t attempt to shut down something that was generating so much free publicity. “Sometimes the best thing to do in a situation like this is nothing,” Schafer told me later. “But that takes a lot of self-control.” Within 24 hours the accounts were back up, with AMC’s tacit blessing but little i
... See moreBut people now don’t want subtext, they want subtitles”—clear explanations of what’s going on. And that’s what the characters provide on Twitter.
A small shop based in midtown Manhattan, Deep Focus works with clients like Samsung, Microsoft, and Electronic Arts to develop online promotional campaigns that seek to involve fans with the product.
“a blurring (to the point of invisibility) of any distinction between fiction and nonfiction: the lure and blur of the real.” We stand now at the intersection of lure and blur.
Cameron, Landau maintained, had a better idea of how movies and games could work together. By creating the movie and the game in tandem, he hoped to have a game that would explore elements of the story the movie could not. He also wanted a home for some of those extra creatures he was coming up with.