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A Tale of the Terminally Fey: A Modern Take on Collaborative FolkloreDamm, Olivia 01 January 2020 (has links)
Writing has long been seen as a solitary affair, but this was not always the case. Before widespread literacy, stories were told and retold through the power of speech. Whole communities came together to weave tales and myths. Recently that tradition has been making a return to mainstream media with the renaissance of tabletop role-playing games, which serve as a standard vehicle for group collaboration. A Tale of the Terminally Fey is an attempt to reconcile the collaborative, off-the-cuff nature of oral storytelling with traditional narratives. The author has adapted the transcripts of live sessions into the first chapter of a novel that would follow the characters through one of these storytelling campaigns.
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Animated storytelling as collaborative practice : an exploratory study in the studio, the classroom and the communityYoung, Tamlyn 12 1900 (has links)
Thesis (MPhil)--Stellenbosch University, 2014. / ENGLISH ABSTRACT: This thesis investigates stop motion animation as a form of socially engaged visual
storytelling. It aims to expand commonly held perceptions that associate animation with the
mass media and entertainment industries by investigating three non-industry related contexts:
the artist studio, the classroom and the community. In each respective context the coauthoring
of stop motion animation was employed as a means to promote collaboration
between artists, students and members of the public. This was intended to encourage
participants to share their stories regardless of language differences, contrasting levels of
academic development and diverse socio-cultural backgrounds. Thus, animation making
provided a means of promoting inclusivity through active participation and visual
communication. This process is perceived as valuable in a South African context where
eleven official languages and a diversity of cultures and ethnicities tend to obstruct an
integrated society. My fundamental argument is that animation can be used as a tool to
facilitate the materialisation, dissemination and archiving of stories whilst promoting the
creative agency of the storyteller. / AFRIKAANSE OPSOMMING: Hierdie tesis ondersoek stop-aksie animasie as ‘n tipe van sosiaal-geaktiveerde visuele
vertelkuns. Die studie is daarop gerig om algemene aannames oor animasie – wat animasie
assosieer met die massamedia en die vermaaklikheidsindustrie – te verbreed deur drie
nienywerheidsverbonde kontekste te ondersoek: die kunstenaar se ateljee, die klaskamer en
die gemeenskap. In elk van die onderskeie kontekste word die gesamentlike skepping van die
stop-aksie animasie gebruik as ‘n manier om samewerking tussen kunstenaars, studente en
die algemene publiek te bevorder. Die doel is om deelnemers aan te moedig om hul stories te
deel, ongeag taalverskille, verskillende vlakke van akademiese ontwikkeling, en diverse
sosio-kulturele agtergronde. Daarom verskaf die skepping van animasie ‘n geleentheid om
samewerking te bevorder deur aktiewe deelname en visuele kommunikasie. Die proses word
veral in die Suid Afrikaanse konteks as waardevol beskou, waar elf amptelike tale, asook ‘n
diversiteit van kulture en etniese groepe, dikwels die skep van ‘n geïntegreerde samelewing
belemmer. My hoofargument is dat animasie met vrug gebruik kan word as ‘n metode om die
skepping, disseminasie en argivering van stories te fasiliteer en terselfdertyd ook die
kreatiewe rol van die storieverteller aan te moedig.
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Evelyn Offscreen: An Application Of Interactive Performance Methodsin Alternate Reality GamingBorglund, Dawn 01 January 2010 (has links)
For my thesis project for the Masters of Fine Art in Film and Digital Media, I designed and produced Evelyn Offscreen, an alternate reality game (ARG) that was facilitated by interactive performance. The goal was to create an interactive experience that allowed several players to collaboratively create story across numerous media within the field of alternate reality gaming. The approach used in Evelyn Offscreen was intended to provide a degree of creative freedom to the players that has not been demonstrated in other ARG experiences and to use digital media to capture information about the relative effectiveness of the different techniques that were employed. During the month of October 2009, Evelyn Offscreen invited players to participate in an overarching story as characters. The game existed simultaneously through several media platforms such as Ning, twitter, and blogger as well as scenes located in Central Florida where players could embody their character in a real world setting. The results revealed insights into techniques for massive collaboration of story and player reactions to this hybrid form of alternate reality gaming and interactive performance.
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Kde se potkávají hry a příběhy: Čtyři rámce významu v herním systému City of Mist / Where Games and Stories Meet: Four Frames of Meaning in the City of Mist TTRPG SystemPicková, Tereza January 2022 (has links)
. a. by the plurality of "worlds" the players operate in, and pertinent plurality of roles adopted frame analysis (see Fine 2002), describes three of these "worlds of meaning": the frame of the "the frame of the storytellers". Ad playing games resemble "storytelling events" (Georges 1969), and how this fact differentiates this genre from "classical" games. This framework broadens the understating of players d with the storyteller's agenda and expectations linked to this role. This unique form gaming world in the primary framework of the "real"
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