Christy Dena | |
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Citizenship | Australia |
Website | https://www.christydena.com |
Christy Dena is an Australian writer, game designer, and scholar. Her scholarship and design practice in transmedia storytelling has been widely cited, [1] [2] [3] [4] [5] [6] [7] [8] especially for promoting the term "cross-media storytelling". She is also known for defining the term "transmedial fictions" for The Johns Hopkins Encyclopedia of Digital Textuality. [9] She created her own studio, Universe Creation 101, [10] where she creates original projects and does consultations and freelance work. She likes to combine live social experiences with online technology, traditional forms of screen (film and games) and paper-based objects (tabletop and books). [11]
Dena completed her PhD at the University of Sydney in 2009. [12]
Dena was the first Digital Writer in Residence for the Australia Council for the Arts and the Queensland University of Technology at The Cube. [13] She currently serves as the Program Co-ordinator of the Master of Creative Industries at the SAE Creative Media Institute, Brisbane. [9] She has worked on games for Cisco and Nokia, and is a member of the International Academy of Television Arts and Sciences (Emmys). [9]
She has served as a mentor; is supervising Artistic Fellows at the CEFIMA, Norwegian Film School; and is teaching at Griffith University. [14] Dena works closely with unceded Boonwrrung Country. [14]
Dena has worked on alternate reality games: Nokia's Conspiracy for Good, Cisco's The Hunt, and the Australian Broadcasting Company's Bluebird AR. [15] [16] She has also created touch-screen installations for The Cube (Robot University) [17] at Queensland University of Technology [16] and at the Experimenta Biennial of Media Art.
Dena was inspired to write AUTHENTIC IN ALL CAPS after the passing of her mother, which led to her contemplating her own mortality. [13]
She has also exhibited her work, such as Recharge at the 6th International Biennial of Media Art. [17]
In 2010, she presented a TedXTransmedia talk on Dare to Design. [18]
Dena has won interactive writing awards from the Australian Writers' Guild and WA Premier's Book Awards for (AUTHENTIC IN ALL CAPS) [17] . [14]
Interactive storytelling is a form of digital entertainment in which the storyline is not predetermined. The author creates the setting, characters, and situation which the narrative must address, but the user experiences a unique story based on their interactions with the story world. The architecture of an interactive storytelling program includes a drama manager, user model, and agent model to control, respectively, aspects of narrative production, player uniqueness, and character knowledge and behavior. Together, these systems generate characters that act "human," alter the world in real-time reactions to the player, and ensure that new narrative events unfold comprehensibly.
Janet Horowitz Murray is an American professor in the School of Literature, Media, and Communication at the Georgia Institute of Technology. Before coming to Georgia Tech in 1999, she was a Senior Research Scientist in the Center for Educational Computing Initiatives at MIT, where she taught humanities and led advanced interactive design projects since 1971. She is well known as an early developer of humanities computing applications, a seminal theorist of digital media, and an advocate of new educational programs in digital media.
Henry Guy Jenkins III is an American media scholar and Provost Professor of Communication, Journalism, and Cinematic Arts, a joint professorship at the University of Southern California (USC) Annenberg School for Communication and Journalism and the USC School of Cinematic Arts. He also has a joint faculty appointment with the USC Rossier School of Education. Previously, Jenkins was the Peter de Florez Professor of Humanities as well as co-founder and co-director of the Comparative Media Studies program at the Massachusetts Institute of Technology (MIT). He has also served on the technical advisory board at ZeniMax Media, parent company of video game publisher Bethesda Softworks. In 2013, he was appointed to the board that selects the prestigious Peabody Award winners.
Electronic literature or digital literature is a genre of literature where digital capabilities such as interactivity, multimodality or algorithmic text generation are used aesthetically. Works of electronic literature are usually intended to be read on digital devices, such as computers, tablets, and mobile phones. They cannot be easily printed, or cannot be printed at all, because elements crucial to the work cannot be carried over onto a printed version.
A media franchise, also known as a multimedia franchise, is a collection of related media in which several derivative works have been produced from an original creative work of fiction, such as a film, a work of literature, a television program or a video game. Bob Iger, chief executive of the Walt Disney Company, defined the word franchise as "something that creates value across multiple businesses and across multiple territories over a long period of time".
Digital rhetoric can be generally defined as communication that exists in the digital sphere. As such, digital rhetoric can be expressed in many different forms, including text, images, videos, and software. Due to the increasingly mediated nature of our contemporary society, there are no longer clear distinctions between digital and non-digital environments. This has expanded the scope of digital rhetoric to account for the increased fluidity with which humans interact with technology.
Lisbeth Klastrup is a Danish scholar of digital and social media. Although her early research was on hypertext fiction, she is now best known for her research on transmedial worlds, social media and death.
Transmedia storytelling is the technique of telling a single story or story experience across multiple platforms and formats using current digital technologies.
Multi-platform television is "a mode of storytelling that plays itself out across multiple entertainment channels". Each medium that the story unfolds across makes a distinctive contribution.
Shilo McClean is a writer, researcher, public speaker, consultant.
Inanimate Alice is an ongoing digital novel, an interactive multimodal fiction, relating the experiences of aspiring game designer Alice Field and her imaginary digital friend, Brad, in episodes, journals, social media, and virtual reality. Episodes 1–4 of the series were written by novelist Kate Pullinger and developed by digital artist Chris Joseph as a prequel to an original screenplay by series producer Ian Harper. Episode 1 was released in 2005.
Multimodality is the application of multiple literacies within one medium. Multiple literacies or "modes" contribute to an audience's understanding of a composition. Everything from the placement of images to the organization of the content to the method of delivery creates meaning. This is the result of a shift from isolated text being relied on as the primary source of communication, to the image being utilized more frequently in the digital age. Multimodality describes communication practices in terms of the textual, aural, linguistic, spatial, and visual resources used to compose messages.
A transreality game, sometimes written as trans-reality game, describes a type of video game or a mode of gameplay that combines playing a game in a virtual environment with game-related, physical experiences in the real world and vice versa. In this approach a player evolves and moves seamlessly through various physical and virtual stages, brought together in one unified game space. Alongside the rising trend of gamification, the application of game mechanics to tasks that are not traditionally associated with play, a transreality approach to gaming incorporates mechanics that extend over time and space, effectively playing through a players day-to-day interactions.
Transmediality is a term used in intermediality studies, narratology, and new media studies (in particular in the phrase ‘transmedia storytelling’ derived from Henry Jenkins, to describe phenomena which are non-media specific, meaning not connected to a specific medium, and can therefore be realized in a large number of different media, such as literature, art, film, or music. The medium from which a given phenomenon originated is either irrelevant or impossible to determine; it is not an adaptation of a phenomenon from one medium to another.
Gundolf S. Freyermuth is a German-American professor for media studies and author. He is co-founder since 2010, together with Prof. Björn Bartholdy, of the Cologne Game Lab at the Technical University of Cologne in Germany.
Convergence culture is a theory which recognizes changing relationships and experiences with new media. Henry Jenkins is accepted by media academics to be the father of the term with his book Convergence Culture: where old and new media collide. It explores the flow of content distributed across various intersections of media, industries and audiences, presenting a back and forth power struggle over the distribution and control of content.
Samantha Gorman is an American game developer known for her combination of narrative, theatricality and gaming in VR environments, and for introducing gestural interactions in touchscreen narratives. She has won multiple awards for her work, both in the field of games and in electronic literature and new media writing. Gorman co-founded the computer art and games studio Tender Claws in 2014 and has been an assistant professor at Northeastern University since 2020.
Cheryl Ball is an academic and scholar in rhetoric, composition, and publishing studies, and Director of the Digital Publishing Collaborative at Wayne State University. In the areas of scholarly and digital publishing, Ball is the executive director for the Council of Editors of Learned Journals and the Editor-in-Chief for the Library Publishing Curriculum. Ball also serves as co-editor of Kairos: A Journal of Rhetoric, Technology, and Pedagogy, an open access, online journal dedicated to multimodal academic publishing, which she has edited since 2006. Ball's awards include Best Article on Pedagogy or Curriculum in Technical or Science Communication from the Conference on College Composition and Communication (CCCC), the Computers and Composition Charles Moran Award for Distinguished Service to the Field, and the Technology Innovator Award presented by the CCCC Committee on Computers in Composition and Communication (7Cs). Her book, The New Work of Composing was the winner of the 2012 Computers and Composition Distinguished Book Award. Her contributions to academic research span the areas of digital publishing, new media scholarship, and multimodal writing pedagogy.
These Waves of Girls is a hypermedia novella by Caitlin Fisher that won the Electronic Literature Organization's Award for Fiction in 2001. The work is frequently taught in undergraduate literature courses and is referenced in the field of electronic literature as a significant example of early multimodal web-based hypertext fiction, placing Fisher "at the forefront of digital writing".