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001 107211
005 20230411085607.0
008 100910s2011 nyu b 001 0 eng
035 _a16453966
925 0 _aacquire
_b2 shelf copies
_xpolicy default
942 _2lcc
_cbk
010 _a 2010038676
020 _a0393076016 (hbk.)
020 _a9780393076011 (hbk.)
035 _a(OCoLC)ocn601107497
040 _aDLC
_cDLC
_dIG#
_dBTCTA
_dYDXCP
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042 _apcc
050 1 4 _aTK 5105.888
_bR795a 2011
082 0 0 _a306.4/802854678
100 1 _aRose, Frank,
_d1949-
245 1 4 _aThe art of immersion :
_bhow the digital generation is remaking Hollywood, Madison Avenue, and the way we tell stories /
_cFrank Rose.
250 _a1st ed.
260 _aNew York :
_bW.W. Norton & Co.,
_cc2011.
300 _a354 p. ;
_c22 cm.
504 _aIncludes bibliographical references (p. 321-333) and index.
505 0 _aThe dyslexic storyteller -- Fear of fiction -- Deeper -- Control -- Forking paths -- Open worlds -- The hive mind and the mystery box -- Television: the game -- Twitter and nothingness -- This is your brand on YouTube -- The one-armed bandit -- The emotion engine -- How to build a universe that doesn't fall apart.
520 _aWired contributing editor Frank Rose introduces readers to the people who are reshaping media for a two-way world--people like Will Wright (The Sims), James Cameron (Avatar), Damon Lindelof (Lost), and dozens of others whose ideas are changing how we play, how we chill, and even how we think.
650 0 _aInternet entertainment industry
_xSocial aspects.
650 0 _aInternet entertainment
_xSocial aspects.
650 0 _aInternet marketing
_xSocial aspects.
650 0 _aEntertainment computing
_xSocial aspects.
650 0 _aInternet
_xSocial aspects.
650 4 _aInternet
_xAspectos sociales.
650 4 _aInnovaciones tecnológicas
_xAspectos sociales.
650 4 _aIndustria del entretenimiento
_xMercadeo
946 _aYSL
999 _c104341
_d104341