Abstract
To form some ideas of what is characteristic of narration in computer-generated multimedia compared with that of film, the article opens with two short, exemplifying and comparative analyses of a game (The Residents Freak Show, which the introductory text calls a “theme park of imagination” — “envisioning the future of interactive stories, music video, and digital art”) and a film scene (from Kurosawa’s Rashomon).
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Kau, E.V. (2001). Shaping Meaning: On Action and Content in Unreal Worlds. In: Qvortrup, L. (eds) Virtual Interaction: Interaction in Virtual Inhabited 3D Worlds. Springer, London. https://doi.org/10.1007/978-1-4471-3698-9_17
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DOI: https://doi.org/10.1007/978-1-4471-3698-9_17
Publisher Name: Springer, London
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